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Special  Features:  Telegames  And  Nonviolent  Games 


COMPUTE 

-The  Leading  Magazine  Of  Home,  Educational,  And  Recreational  Computing 


$2.50 
October 
1983 
Issue  41 
Vol.  5,  No.  10 

£'B5UK  S3  26  Canada 

63379 

ISSN  0\9A-347X 


M 

Two  Gripping  Games 
With  Excellent     ^ 
Graphics  For  The 
Commodore  64, 
VIC-20,  And  Atari: 
Moving  Maze  And 
Dragonmaster 

Spiralizer: 
A  High-Res  Drawing 
Utility  For  Atari, 
Apple,  VIC-20, 
Radio  Shack  Color 
Computer  And 
Commodore  64 

Merging  Programs 
From  Commodore 
Disks 

Atari  Multicolor 
Character  Editor 

A  Sound  Tutorial  For 
The  Commodore  64 


7A470"63379' 


1  a 


BUY  A  BANANA.  SAVE  A  BUNCH. 


Meet  the  Banana!"  the  very 
tough,  versatile,  portable,  and 
reliable  dot-matrix  printer  from 
Gorilla^" 

At  $249.95  retail  it's  an  ideal 
and  inexpensive  companion  for 
personal  computers  like  Apple'' 
tor  Apple  "look  alikes"such  as 
Franklin"  or  Albert"),  Ti;- 
Comniodoi-e,"  TRS-8(),-  Kayprof 
Timex,'  Osborne,"  etc. 

Afterthat,  it's  merely  com- 
parable to  other  printers  that  can 
cost  up  to  three  times  as  much: 
10"  carriages  (to  handle  standard 
9''l'"  paper),  80  coliunns,  graphics 
capability',  10  characters  per  inch 
( expandable  to  5  cpi)  draft-quality 
print  (for  perfectly  acceptable 
fomi  letters,  data  processing. 


business  reports,  etc.)  tractor 
feed  (for  precise  alignment  and 
quick  loading),  parallel  or  serial 
interface  (take  your  pick),  self- 
inking  ribbon  cassette  (for  long 
life  and  easy  installation),  10 
portable  pounds  in  weight,  and 
compatibility  with  so  many  of  the 
most  popular  personal  computers 
on  the  market. 

Plus  its  printhead  features  a 
unique  single-hammer  design  that 
eliminates  a  lot  of  moving  parts,  to 
eliminate  a  lot  of  annoying  repairs. 

That's  the  Banana:  silly  name, 
serious  service.  It's  everything 
the  expensive  dot-matrix  printers 
are  . . . 

Except  expensive. 


I.eadiriK  Edge  Products,  Inc.,  225  Turnpike  Street,  Canton,  Massachusetts  02021 
Toll-free:  1-800-343-6833;  In  Massachusetts  (617)  828-81.50.  Telex  951-624. 


FOR  YOUR 


WORDPROCESSING  NEEDS 
INVEST  IN  THE  BEST 


Vroifessional 


WordPro' 
PUIS 


PUIS 


WORDPRO  PLUS.  IN  A  ClASS  BY  ITSELF. 


When  choosing  a  Word  Processor  for  your  Commodore'"  computer,  there's 
no  reason  to  settle  for  anything  but  the  best  —  in  a  word . . .  WordPro". 

With  over  30,000  happy  clients  churning  out  letters  and  documents  all  over 
the  world,  the  WordPro  Plus"  Series  is  unquestionably  the  #1  selling  soft- 
ware package  on  Commodore  computers!  So  when  you  choose  WordPro, 
you  know  you're  investing  in  a  trial-tested  program  that's  a  real  winner.  And 
WordPro  is  NOW  available  for  your  Commodore  64"  computer— at  prices 
starting  as  low  as  S89.95. 

Designed  for  the  user  who  has  no  computer  or  word  processing  experience 
whatsoever,  WordPro  Plus  brings  a  new  dimension  to  the  term  "user- 
friendly."  fulore  than  just  easy  to  use,  WordPro  will  turn  your  Commodore 
computer  into  a  sophisticated  time  saving  word  processing  tool  —  loaded 
with  the  sanne  inventory  of  features  found  in  systems  costing  much,  much 
more. 

Our  nationwide  learn  of  over  600  Professional  Software/Commodore  com- 
puter dealers  will  help  you  choose  the  WordPro  Plus  system  that  is  best  for 
your  needs.  Our  full-service  dealers  have  been  set  up  to  provide  strong 
customer  support.  In  addition  to  helping  you  choose  the  right  system,  many 
Professional  Software  dealers  also  offer  WordPro  Plus  training  and  system 
installation. 

Professional  Software  offers  a  complete  spectrum  of  WordPro  word  process- 
ing software  for  Commodore  computers  ranging  from  the  Commodore  64  to 
the  more  business  oriented  8000/9000  series  computers.  And  WordPro  4 
Plus  and  5  Plus  a!so  interact  with  our  database  management  systems  includ- 
ing InfoPro  and  The  Administrator.  So  whatever  your  Word  Processing 
needs,  there's  a  WordPro  system  that's  right  for  you. 

WordPro™  and  WordPro  Plus"  are  trademarks  of  Professional  Software  Inc. 
Ttie  WordPro  Plus  Series  was  designed  and  written  by  Steve  Punter  of  Pro  Micro  Software  Ltd. 
Commodore"  and  the  Commodore  64'"  are  trademarks  of  Commodore  Electronics,  Inc. 
Dealer  inquines  invited. 


WordPro  3  FSia/64' 


Invest  in  the  best. . . 

WordPro  Plus.  In  a  class  by  itself. 

Call  us  today  for  the  name  of  the  WordPro  Plus  dealer  nearest  you. 

Professional  Software  Inc. 


51  Fremont  Street 
Needham,  MA  02194 


(617)444-5224 
Telex:  951 579 


SniMAKER^  LME  OF 
EARLY  LEARNING  GAMES 

IS  GROWING 

AS  EAST  AS  YOUR 

CMLDSMIND. 


Watching  your  kids  grow  up  is  a  lot  of  fun.  But 
making  sure  their  minds  grow  as  fast  as  their 
bodies  is  even  more  rewarding.  That's  where  we 
can  help.  With  a  growing  line  of  Early  Learning 
Programs  that  are  not  only  lots  of  fun  to  play  but 
also  educational. 

Some  of  the  games  you  see  on  these  two  pages 
help  exercise  your  child's  creativity  Others  help 
improve  vocabulary  and  spelling  skills.  While  others 


improve  your  child's  writing  and  reading  abilities. 
And  all  of  them  help  your  child  understand  how  to 
use  the  computer. 

So  if  you're  looking  for  computer  programs  that 
do  more  than  just  "babysit"  for  your  kids,  read  on. 
You'll  find  that  our  Early  Learning  Programs  are  not 
only  compatible  with  Apple®  Atari®  IBM®  and 
Commodore  64^"  computers,  but  also  with  kids 
who  like  to  have  fun. 


FRACTION  FEVER™  brings  frac±ions  into  play. 
Ages  7  to  Adult. 

FRACTION  FEVER  is  a  fast- 
paced  arcade  game  that 
challenges  a  child's  under- 
standing of  fi-actions.  As  kids 
race  aaoss  the  screen  in  search 
of  the  assigned  fraction, 
they're  actually  developing  a 
basic  understanding  of  what 
a  fraction  is  and  of  relationships  between  fractions. 
They're  even  discovering  that  the  same  fraction  may  be 
written  in  a  number  of  different  ways. 
All  in  all.  FRACTION  FEVER  encourages  kids  to  learn 
as  much  as  they  can  about  fractions  -just  for  the 
ftjn  of  it! 


Anne.  IBM  ano  A>an'  are  regtstmd  tnUeiTOrtts  of  Appte  ComputEr,  Inc.,  imaratioral 
©  1983.  Spinnaker  Software  Corp  AJI  nghts  reserved. 


aaines  Machines  Corp.  and  Atan.  Inc  respectively.  Oxnmakn  64  is  j  trBdemarti  of  Commodore  Bmrailcs  LimltKl. 


The  story  of  STORY  MACHINE™  Ages  S  to  9. 


STORY  MACHINE  is 

like  a  storybook  come 
to  life.  Using  the  key- 
board, your  children 
write  their  own  fun 
little  stories.  The 
computer  then 
takes  what  they've 
written  and  animates  their 
story  on  the  screen,  com- 


plete with  full  color 
graphics  and  sound. 
STORY  MACHINE 
helps  your  children 
learn  to  write  correctly, 
become  familiar  with 
the  keyboard,  and  lets 
them  have  fun  exercising 
their  creativity  at  the  same  time. 


KINDERC0MP7"  Numbers,  shapes,  letters,  words  and 
drawings  make  fun.  Ages  3  to  8. 


KiNDERCOMPis 
a  game  that  allows 
very  young  children 
to  start  learning  on 
the  computer  It's  a 
collection  of  learning 
exercises  that  ask 
your  children  to  match 
shapes  and  letters,  write  their 
names,  draw  pictures,  or  fill  in 
missing  numbers.  And  KINDER- 
COMP  will  delight  kids  with  color 


ful  rewards,  as  the 
screen  comes  to 
life  when  correct 
answers  are 
given. 

As  a  parent 
you  can  enjoy 
the  fact  that 
your  children  are  having 
fun  while  improving  their 
reading  readiness  and 
counting  skills. 


PACEMAKER™  makes  faces  fiin.  Ages  4  to  12. 


PACEMAKER  lets  chil- 
dren create  their  own 
funny  faces  on  the 
screen.  Once  a  face  is 
completed,  your 
children  will  giggle 
with  delight  as  they 
make  it  do  all  kinds 
of  neat  things:  wink,  smile, 
wiggle  its  ears,  or  whatever 
their  imagination  desires. 


Plus,  PACEMAKER  helps 
children  become  com- 
fortable with  computer 
fundamentals  such  as: 
menus,  cursors,  the 
return  key,  the  space  bar. 
simple  programs,  and 
graphics.  PACEMAKER 
won't  make  parents  frown  because 
their  children  will  have  fun  making 
friends  with  the  computer 


s^nat^e^ 


Dbks  for:  Apple,  Atari,  IBM,  Commodore  64, 
Cartridges  for:  Atari.  Commodore  64 


Wfe  make  learning  fun. 


The  Rammaster"'32  Introduces 
you  to  tt)e  world  of  more  powerful 
computing.  Now  VIC  20^  owners 
hiave  one  of  the  most  advanced 
memory  devices  available.  It's  what 
you'd  expect  from  mosak  meworx. 
This  is  a  full  service  memory  device. 
Not  only  will  the  RammQster'"give 
you  7  times  the  computing  RAM 
power  (as  much  usable  memory  as 
the  Commodore  64  'J  but  also  many 
advanced  features. 

Th  e  expansion  port  allows      ^ 
you  to  use  your  cartridges 
without  unplugging 


EXPANSION  . 
PORT 


GOLD  EDGE. 
CONNECTORS 


the  memory  board,  saving  wear  and 
tear  on  your  computer  It's  much 
more  effective.  With  the  flexibility  the 
Master  Control  switches  give  you, 
you'll  have  no  need  for  a  mother 
board.  The  Write  Protect  switch 
protects  your  programs'  subroutines 
and  data  from  accidental 
interference  from  basic  language 
and  the  automatic  erase  built  into 
some  cartridges.  There's  a  pause 
switch  built  In  to  stop  in  the  middle  of 
a  program,  plus  an  external  port  is 

built  in  for  a  convenient 
^    .   optional  cable  pause/reset 
switch.  You  even  have  a 
switch  to  overlay  a  3K 
b.        blocl<ofRAMfor 


^  MASTER 
CONTROL 
SWITCHES 


expansion  to  4QK.  The  Master  Control 
gives  you  complete  control  over  the 
configuration  of  your  VIC  20-^ 
ti/lemory  Map  so  it  will  never  become 
obsolete. 

The  Rammaster'"  32  is  completely 
compatible  with  ail  the  VIC  20 ' 
products  and  programs,  and  will  be 
the  most  useful  peripheral  you'll  buy 
for  your  VIC  20"^  computer.  With 
MOSAK  MCMOftr  expand  your 
experience  into  more  powerful 
computing. 

$129.95 

32KRAM 

Built-in  expansion  port 

Pause  switch 

Write  protect 

\Master  con  irol  for  super  flexible 

'memory 

Cartridge  dissabler 
Blow  cost 

Gold  edge  connectors 

Picture  guided  instructions 
_  Compatible  with  VIC  20 '  software 

and  cartridges 

And  more  features 

Call  your  nearest  MOSAK  MEMOftX  cfeotec 
1-800-547.2807(653-7885  In  Oregon}. 


'    This  is  a  lower  CO 

Rammaster  32™.  It's  a  full  sen/ice  memory  device  just  lii<e 

the  Rammaster  32'"  With  16K  less  RAM.  Expand  up  to  37K 

using  the  Mosaic  Memory  Standard  16  cartridge  or  other 

VIC  20 16KRAM  cartridge.  That  will  give  you37KRAM 

usable  for  programming  or  cassette/disk  based  programs 

and  21 K  for  cartridge  based  programs. 


designed  to  give  you  a  low  cost 
way  to  expand  with  Mosaic  Memory.  This  has  no 
expansion  port  and  limited  memory  flexibility.  Use  it  with  the 
RAMMASTER  16'"  to  expand  to  37K  The  Standard  16  offers 
Mosaic  Memory's  exceptional  reliability  and  performance 
at  a  very  low  cost. 


ELECTRONICS.  INC.  \ 

■  ■  P.O.  Box  708  •  Oregon  City.  Oregon  97045  \ 

'Vf&AICISNOTArmsATWmHCOMMODORE.COMMODOm64*ANDmZO''MlEl^eisrmE07RADeMAffXSOFclbM 


October  1983  Vol.  5,  Na  10 


FEATURES 


34  Telegames:  Computef  Games  By  Phone John  Blockford 

40  Nonviolent  Gomes Kathv  Vokol 

52  Coupon  File Ken  D.McCann  and  Dole  McBane 


EDUCATION  AND  RECREATION 


—  56  Dfagonmaster David  Berdan 

«-72  Moving  Moze Matt  Glwer 

90  Mosaic  Puzzle Bruce  Jordan 

121  Spelling  Quiz Edward  Perrin 


REVIEWS 


150  Jumpman James  Trunzo 

152  Synthy  64  Richard  Mansfield 

154VICFORTH  Ffefer  Busby 

156  Flower  tower  Math  Fun Tony  Roberts 

162  Mothership  For  Timex /Sinclair .  Derel<Stubbs 

162  Turmoil  For  VIC.  64,  And  Atari Tony  Roberts 

164  The  Commander  -  A  Command  Extension  Facility Jim  Buttertield 

166  Picnic  Paranoia  For  Atari James  Tajnzo 


COLUMNS  AND  DEPARTMENTS 


6  The  Editor's  Notes l?obert  Lock 

lO  Readers'  Feedback The  Editors  and  Readers  of  COMPUTE! 

20  Computers  and  Society David  D.Thornburg 

28  The  Beginner's  Page:  Your  First  Useful  Program Richard  Mansfield 

106  Questions  Beginners  Ask Tom  R.  Halfhill 

loa  On  The  Road  With  Fred  D'Ignazio Fred  D'Ignazio 

130  Friends  Of  The  Turtle:  Ed  Emberiey'sDrowing  Procedures David  D.  Thornburg 

132  LearnlngWith  Computers:  Computers  And  Teaching  Children  To  Read J.B.Sheltonand 

Glenn  M.  Kleiman 

138  The  World  Inside  The  Computer:  Islands  Of  iBcrning Fred  D'Ignazio 

170  INSIGHT  Atari Bill  Wilkinson 

176  64  Explorer Lorn/ Isaacs 

218  Machine  Language  Bagel  Break,  Part  3 Jim  Butterfield 

224  Programming  The  Tl:  Playing  Music  On  The  Tl C  Regena 


THE  JOURNAL 


»144  Merging  BASIC  Programs  From  Commodore  Disk Jim  Butterfield 

.182  Spiralizer Chayim  Avinor 

-200  Commodore  EXEC Edwin  King 

204  Atari  Master  Disk  Directory Joseph  M.Apice 

208  Runway  180:  Using  Sprites  In  Tl  Extended  BASIC James  Dunn 

213  How  To  Create  A  Data  Filing  System,  Part  4:  The  Main  Program Jim  Fovi^er 

— <29  Invisible  Disk  Director/ For  VIC  And  64 KevinE.Gough 

232  A  Multicolor  Atari  Character  Editor Charles  Bronnon 

w242  High  Speed  Mazer Gary  E.  Morso 

258  Apple  Sounds  -  From  Beeps  To  Music,  Part  1 Blaine  Mathieu 

261  Extro  Instructions Joel  C  Shepherd 

-^M  Commodore  DOS  Wedges:  An  Oven/iew Jim  Butterfield 

272  Protector  For  VIC-20  , George  Trepal  and  Doug  Smoak 

273  USR  Sort         Walter  D.  Thompson.  Jr, 

277  Working  With  SID  .  .      , JenyM.Jaco 

290  Atari  Safe  RAM ' E.H.  Foerster 

299  VIC  Scaling  Bar  Graphs James  R  McCaiiister 

^12  64  Character  Creator Al  J.Ockert 


50  How  To  Type  COMPUTE!'s  Programs 

315  CAPUTE!  Modlflcationt  Or  Corrections  To  Previous  Articles 

316  A  Beginner's  Guide  To  Typing  In  Programs 
319  News  &  Products 

338  Product  Mart 
344  Advertisers  Index 


NOTE:  See  page 50 
before  typing  In 
programs 


GUIDE  TO  ARTICLES 
AND  PROGRAMS 


P/V/64/AT/T1/A/C 


V/64/AT 

AT/V/64 

V/TI/64/AT 

AT/V 


P/V/64 

AP/64/V/AT/C 

P/V/64 

AT 

Tl 

V/64 

AT 

P/V/64 

AP 

P/V/64 
V/64 
AT 
64 
AT 
V 
64 


AP  Apple  AT  Atari,  P  PET/ 
C8M,V  VIC-20,  C  Radio 
Shack  Color  Computer,  64 
Commodore  64,  TS  Timex/ 
Sinclair,  Tl  Texos  instru- 
ments, "AJt  or  several  of  the 
above. 


COMPUTE!"  Publicationsjnc.® 

A  SuDiidiOrv  Of  American  ^roodCQSfirig  Corrpt!fn-5  ff  ^^^ 

TOLL  FREE  Subscription  Order  Line 
800-334-0868  (In  NC  919-275-9809) 


COMPUTE!  The  Journal  ioi  Progressive  Computing  (USPS:  537250)  is  published  12  limes  each  vear  hy 
COMPUTE!  Publicntions,  Ini;.,  P.O.  Box  5406,  Greensboro,  NC  27403  USA.  Phone:  (919)  275-9809.  Editorial 
Offices  arc  located  al  505  Edw.-irdia  Drive,  Greensboro,  NC  27-109.  Domestic  Subscriplions:  12  issues,  $20.00. 
Send  subscription  orders  or  change  of  address  (P.O.  form  3579)  to  Circulaliiin  Dept.,  COMPUTE!  Magazine, 
P.O.  Box  5406,  Greensboro,  NC  27403.  Second  class  postage  paid  at  Greensboro,  NC  27403  and  additional 
mailing  offices.  EnlJTe  contents  copyright  ©  1983  by  COMPUTE!  Publications,  Inc.  All  rights  reser^'ed.  ISSN 
0I94-3S7X. 


EDITORS  NOTES 


Our  thanks  to  those  of  you 
who  recently  participated 
in  our  subscriber  survey.  Initial 
results  are  being  reported  now, 
and  we'll  share  some  of  those 
with  you.  One  of  the  number  sets 
of  most  interest  to  me  was  spouse 
readership.  This  industry  has 
quite  typically  been  reflected  in 
readership  studies  as  a  predomi- 
nantly male  audience.  While  this 
is  accurate,  we  have  maintained 
that,  as  a  "family"  oriented  maga- 
zine, we  have  a  high  degree  of 
family/spouse  participation  in 
computing  and  compute;.  We  sus- 
pected that,  in  addition  to  the 
seven  or  eight  percent  female 
readership  that  would  show  up  in 
response  to  a  normal  question, 
analysis  of  family  utilization 
would  show  far  more  general 
involvement.  We're  pleased  to 
report  that  this  is,  in  fact,  the  case. 
In  COMPUTE!  families,  we  dis- 
covered that  29  percent  of 
spouses  regularly  read  compute!. 
Further  evidence  that  our  in- 
dustry is  turning  into  a  truly 
broad-based  consumer  com- 
puting marketplace. 

Here  are  some  of  the  other  results 
of  the  survey  that  we  think  youll 
find  of  interest: 
Aee  % 


How  do  you  use  your  personal 
computer?  (Check  all  that  apply) 

You       Spouse  Children 


85.6% 

61.6% 

75.4% 

Recreation  and 
Games 

42.2 

22.7 

3.6 

Education  for 
Adults 

16.0 

8.5 

59.7 

Education  for 
Children 

60.6 

22.3 

1.5 

Personal 
Business 

60.8 

24.7 

5.4 

Other  Home 
Applications 

27.4 

7.4 

0.5 

Company 
Business 

under  28 

25.7 

29-35 

26.9 

36^3 

26.6 

over  44 

20.8 

And  finally,  97.5  percent  of  you 
own  one  or  more  personal  com- 
puters. Our  survey  showed  the 
true  depth  and  breadth  of  our 
readership.  For  example,  note  the 
variety  of  uses  in  the  chart.  It's 
obvious  that  home  computing  is 
far  more  than  simply  playing 
games. 

Random  Bits: 

Given  the  recent  acceleration  of 
rumors,  well  be  quite  surprised  if 
IBM  hasn't  announced  their  new 
home  computer  by  the  time 
you're  reading  this  ....  While 
avoiding  the  various  issues  of 
rights/wrongs,  Kathy  Yakal's  ar- 
ticle on  nonviolent  gaming  in  this 
issue  presents  a  variety  of  inter- 
esting thoughts  on  the  subject  of 
violence  and  nonviolence  in 
gaming.  It's  a  good  article  and 
shows  a  bit  of  the  depth  of 
thought  that  people  in  our  indus- 
try are  putting  into  one  aspect  of 


our  collective  future.  As  always, 
we're  interested  in  your  feedback 
on  the  topic. 

Next  month,  among  other  things, 
we'll  have  an  article  sharing  in 
more  detail  the  results  of  the  sub- 
scriber survey. 


Robert  Lock,  Editor  In  Chief 


Important  Notice 

We  anticipate  that  by  early 
spring  we  may  begin  to  make 
our  subscriber  list  available  to 
carefully  selected  marketeers.  If 
you  wish  to  have  your  name 
withheld  from  any  non- 
COMPUTE!  mailings  by  vendors, 
please  send  a  note,  with  your 
mailing  label  attached,  to: 

COMPUTE!  Customer  Service 
P.O.  Box  5406 
Greensboro,  NC  27403 
Attn:  Mailing  List 

Please  remember  to  indicate  in 
your  note  that  you  do  not  wish 
your  name  included  in  any 
non-coMPUTE!  mailings.  We  will 
be  happy  to  keep  your  name 
off  the  list,  and  will  continue  to 
respect  your  privacy. 


6    OOMPUrt!    October  1933 


liUDO 


I 


29.95 


Feel  like  a  devil  today?  Better  adjust  your  halo.  Start  the 
ignition.  It's  up  to  you  to  decide.. .  Okay,  hit  the 
accelerator.  You  can  be  the  ultimate  speed  demon  or  put 
wings  on  your  wheels!  There's  a  pedestrian  now... will 
you  go  for  speed,  no  matter  what  pedestrians  are  in  the 
way  (for  the  devilish  points)—  or  be  an  angel  in  a 
challenging  obstacle  course?  The  heavenly  points  may  get 
you  to  heaven,  but  the  devilish  points  may  get  you 
to... well,  better  make  your  decision—  the  time  clock  is 
running! 


29.95 


So  your  svyeet  tooth  has  gotten  out  of  hand  ageun?  Well, 
this  time  the  sheriff  is  after  you  and  he's  no  sweetheart. 
There  he  is  now!  Quick!  Grab  all  the  candy  in  sight  and 
dive  for  the  doorway!  Don't  look  now,  the  doors  are 
rotating... better  be  good  at  getting  out  of  sticky 
situations,  'cause  if  you  hit  the  wall  you're  stuck  with  it! 
There's  plenty  of  candy  here  and  many  more  levels  to 
cross,  so  get  on  the  move,  sugar!   „ 

Aimllahle  at  finer  Software 
Stores  everywhere. 

OR  CALL  (213)  501-5845  FOR  THE  NAME  OF  YOUR 
LOCAL  DEALER  OR  DISTRBUTOR.        


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COMMODORE  64»  IS  A  REGISTERED  TRADEMARK  OF  COMMODORE  COMPUTER,  INC. 


^^mm' 


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such  mafenals,  ijpon  occeptance  for  publ-cation,  become  the  exclusive  propertv  of  COMPOTE'  Pubica 
fions.  Inc.  f^o  portion  of  th.s  magazine  may  be  reproduced  .n  onv  form  without  written  permission  from  the 
publisher  Entire  contents  copvright  K 1983,  COfVIPUTEl  Publications.  Inc,  Rights  to  programs  developed  and 
submitted  bv  authors  are  explained  in  our  author  controct  Onsolicited  maferidls  not  accepted  for  publico  - 
t!on  in  COMPUTE!  will  be  returned  if  author  provides  a  self-addressed,  stamped  envelope  Programs  (on 
tope  or  disk)  must  accompony  each  submission.  Printed  listings  are  optional,  but  nelpful.  Articles  should  be 
furnished  as  typed  copy  [upper-  ond  lowercase,  pieose)  v/ith  double  spacing.  Each  page  of  your  article 
should  iDear  the  title  of  tfie  article,  date  and  name  of  the  author.  COMPUTEI  assumes  no  liability  for  errors  in 
articles  or  advertisements.  Opinions  expressed  by  authors  ore  not  necessarily  those  of  COMPUTE!. 


Pft.  C8M,  Vk;-20  ond  CcxTVTioaofe  6J  ate  froaematia  of 

Commodore  Business  Mochjnei  Inc.  ond/o*  Comrriodore  Eieclranca  Ltrntred 

Apple  IS  a  TtodfliTXjrV  or  AppJe  Compuler  Company 


ATAffl  (S  a  tiodtjmark  ol  Atari.  Inc 

TJ99/4A 14  c  rrodematk  el  texoi  lns1T\jment!.  Inc 

IJodio Shock  Cotoc  Computer  iia  Irodemo!^  or  land/,  inc 


8    COMPtltEl    October1953 


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The  Best  Word  Processor  for  your  Commodore  64™ 


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puter, there's  no  reason  to  settle  for  anything  but  the  best— in  a 
word. ..  .WordPro™. 

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questionably the  #1  selling  software  package  on  Commodore 
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ing experience  whatsoever,  WordPro  3  Plus/64  brings  a  whole 
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Headers  and  Footers,  Math  Functions,  Global  Search  and 
Replace,  the  Ability  to  Create  (Multiple  Personalized  Letters  and 
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The  WordPro  Plus  Series  was  designed  and  written  by  Steve  Punter  of  Pro-f(/1icro  Software  Ltd. 

Some  printers  may  not  support  certain  WordPro  3  Pius/64  functions  and/or  require  an  interface.  Please  check  with  your  dealer. 

Commodore  64''''^  is  a  trademark  of  Commodore  Electronics  Ltd. 

Dealer  and  Distributor  inquiries  are  invited. 


READERS'  FEEDRACK 


The  Editors  and  Readers  of  COMPUTEi 


Using  An  Electric  Typewriter  As  A 
Printer 

After  reading  an  article  in  the  June  COMPUTE!,  "How 
to  Buy  the  Right  Printer,"  several  readers  were  in- 
trigued by  the  possibility  of  using  an  electric  typewriter 
as  a  printer  for  their  computer.  Altliough  xve  cautioned 
that  mi  electric  typeivritcr  may  not  be  fast  or  durable 
enough  to  tolerate  continuous  typing,  there  are  several 
interfaces  on  the  market  which  let  you  connect  your 
computer  to  an  electric  typezoriter. 

Some  modern  daisywheel  typewriters  have  an  RS- 
232  serial  port,  so  (assuming  your  computer  can  talk  to 
RS-232  devices)  if  you  have  the  proper  cable  and  software 
you  can  attach  your  computer  directly.  Other  companies 
manufacture  overlays  that  "press"  the  keys  for  you,  or 
have  you  open  up  the  typewriter  to  install  solenoids 
which  activate  levers  inside  the  typewriter.  Still  another 
company  claims  to  have  a  device  that  converts  "computer 
language"  to  "typewriter  language,"  but  only  for  cer- 
tain models.  With  the  price  of  even  letter-quality  printers 
dropping  below  $400,  hoxveiier,  you  loill  have  to  consider 
tvhether  or  not  you  want  to  risk  modification  of  your 
typewriter  which  could  void  its  warranty  or  service 
contract. 


Storing  Scriptor  And  Video  80 
On  Ttie  Atari 

In  your  April  issue,  you  published  two  interesting 
Atari  programs,  "Scriptor"  and  "Video  80."  Here 
are  a  few  questions.  How  many  pages  can  you 
store  in  a  48K  Atari  400  when  using  Scriptor  with 
8K  BASIC?  What  is  the  memory  required  for  Video 
80?  Can  Scriptor  and  Video  80  be  merged,  and,  if 
so,  what  changes  would  have  to  be  made? 


In  our  July  1983  Issue,  we  inadvertently  used 
the  name  "Castle  Quest."  The  publication  of 
this  article  is  in  no  way  intended  to  cause 
confusion  with  the  commercially  available 
product  called  "Castle  Quest"  by  Michael  S. 
Holtzman  and  Timothy  Baldwin.  In  the 
future,  we  will  refer  to  it  as  "Castle  Search." 


On  another  subject,  how  would  I  "hook  up" 
an  Epson  MX-80  series  printer  to  my  48K  Atari 
400  with  or  without  the  Atari  850  interface? 

Ed  Hallinan 

Scriptor  adapts  itself  to  either  24K,  32K,  or48K  and 
will  display  the  number  of  lines  free  when  you  first  run 
it.  Each  line  is  38  characters.  Since  a  printed  page 
(double-spaced)  takes  about  30  75-column  lines,  just 
divide  the  "lines  free"  by  15  for  a  rough  estimate. 

Video  80  requires  about  2Kfor  the  driver  routine 
and  another  SKfor  the  high-resolution  GRAPHICS  8 
screen.  Due  to  this,  there  is  not  enough  memory  left 
over  in  a  40K  or  48K  to  let  you  store  the  programs  and 
text. 

You  can  attach  almost  any  Centronics  parallel  or 
RS-232C  serial  printer  to  the  Atari  via  the  Atari  850 
Interface  Device.  The  new  AtariW25  80-column  printer 
does  not  require  the  850,  however. 


Fine  Tuning  Ttie  VIC's  Audio  And  Video 

For  those  who  might  be  having  trouble  with 
the  picture  and  sound  on  their  VIC-20,  I  have  a 
solution. 

It  is  essential  that  the  sound  and  picture  be 
adjusted  properly  in  the  RF  modulator  so  that 
they  are  synchronized  on  either  Channel  3  or  4. 
The  computer  is  sold  with  the  audio  and  video 
signals  adjusted  for  one  particular  TV  model. 
This  may  not  work  well  on  yours. 

To  make  adjustments  for  your  TV,  carefully 
follow  these  steps: 

1.  Turn  the  computer  off  and  the  TV  on. 

2.  Turn  off  the  AFT  (Automatic  Fine  Tuning) 
switch  on  the  TV  (if  your  set  has  one). 

3.  Adjust  the  fine  tuning  knob  on  the  TV  to 
the  middle  range  of  that  channel.  Don't  worry  if 
the  picture  is  partly  fading  or  the  sound  is  distorted 
at  this  point. 

4.  Open  the  RF  modulator  very  slowly  and 
carefully.  Be  sure  your  pozoer  is  off.  Remove  the 
casing  screw  and  slowly  lift  the  cover. 

5.  Turn  on  your  power  for  the  computer. 

6.  There  are  two  holes  which  have  screws  in 
the  metal  casing.  The  one  closest  to  the  channel 
selector  switch  is  the  video  signal.  The  other  is  for 
audio  (see  figure).  Using  only  a  small  nonmetallic 
screwdriver,  adjust  the  video  signal  until  the  TV 


10    COMPUTE!     October  1983 


\ 


.^L. 


A. 


The  Commodore  64"  is  one 
of  the  most  exciting  home  com- 
puters in  memory. 

But  memory  isn't  the  only 
thing  that's  exciting  about  the  64. 

Because  Tronix  is  here. 
Class  act. 
The  people  who  have  been 
bringing  out  the  best  in  the 
VIC  20™  (and  Atarif  too)  have 
graduated  to  the  Commodore  64. 

Which  means  that  now  you 
can  enjoy  fast  action,  complex 
strategies,  interesting  characters, 
superior  sound  effects  and  chal- 
lenging, play  patterns. 

Just  like  VIC  20  and  Atari 
owners.  Only  faster,  more  com- 
plex, and  more  challenging,  too. 

More  memorable,  in  other  words 
In  a  class  by  ourselves. 
Of  course,  if  you'd  rather  not 
take  our  word  for  it,  you  don't 
have  to,  The  experts  at  Electronic 
Games  have  called  K\6  Grid  for 
Atari  "one  of  the  most  compul- 
sive, utterly  addictive  contests  in 
the  world  of  computer  gaming." 

They  haven't  seen  any- 
thing yet. 


kinetic  android,  leads 
a  frustrating  life. 

All  he  wants  to  do  is  build  his 
circuit  boards  and  go  with  the 
flow.  But  things  keep  getting  in 
the  way. 

Nohms  — a  negative  influence 
—  bug  him  constantly.  Flash,  the 
lightning  dolt,  disconnects  every- 
thing in  his  path. 

And  the  cunning  Killerwatt  is 
out  to  fry  poor  Edison's  brains. 

You'll  get  a  charge  out  of  this 
one.  And  a  few  jolts,  too! 

(Suggested  retail  $34.95) 


T^ 


■■■jMiiin  iwi  ijiiiifii III   \        ^A; 


\ 


\ 


Connecting  the 
dots  on  our  colorful 
grid  stiould  be  easy,  right? 

Wrong,  Because  the  bullies 
are  in  hot  pursuit! 

Squashface.Thuggy,  Muggy 
and  Moose  are  their  names. 
And  you  are  their  game.  And 
what's  more,  they're  faster  than 
you  are. 

But  you're  smarter.  And  you 
control  the  stun  button. 

So  keep  your  eyes  peeled  for 
the  mysterious  question  mark 
and  don't  slow-down  at  corners! 

(Suggested  retail:  S34.95) 


risked  their  irves 
to  find  the  enemy's  secret 
headquarters. 

Now  you're  risking  yours  to 
destroy  it. 

And  they  know  you're  coming. 

As  you  fly  over  water  and 
across  hundreds  of  miles  of 
unfriendly  territory,  the  action  is 
thick,  fast  and  three-dimensional. 

Fighter  aircraft.  Surface-to-air 
missiles.  Helicopter  gunships,The 
attacks  come  from  every  direction. 

Even  from  behind. 


i 


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8295  South  La  Cienega  Blvd.,  Itiglewood,  CA  90301 

VIC  20'  and  CommodOfe  64  "  are   trademarks  ol  Comriiodore  Electronrcs  Lid 
Alan'  hs  a  Tiegis!e<'ed  trademark  of  Alan.  Inc. 


TM 


picture  is  crisp  and  sharp.  This  acts  like  another 
fine  tuning  knob.  Check  the  other  channel  and 
make  sure  it  is  in  the  middle  of  the  RF  signal  range 
by  adjusting  the  fine  tuning  knob  on  your  TV. 

7.  Adjust  your  TV  volume  to  about  one-half. 
Now  adjust  the  audio  signal  level  in  the  RF 
modulator  until  a  quiet,  clear  sound  is  heard  on 
the  TV. 

8.  Make  sure  that,  on  the  other  channel,  both 
audio  and  video  signals  are  perfectly  adjusted. 

9.  Turn  the  computer  off  and  replace  the  cover 
on  the  RF  modulator. 

RF  Modulator 


Jack  Connected  To  TV  [ 


Mark  Kormendy 

We  tried  your  suggestions  and  they  work  very  well 
indeed.  However,  we  do  not  advocate  hardumre  modifi- 
cations except  token  performed  by  qualified,  experiejiced 
technicians.  Readers  should  be  extremely  carefid  when 
making  internal  adjustments  on  any  electrical  compo- 
nent. Also,  tampering  with  the  RF  modulator  will  void 
your  warranty.  (Later  versions  of  the  VIC  RF  modulator 
may  not  have  the  adjustment  screws.) 

We  tested  this  also  on  the  internal  RF  modulator 
in  the  64  but  found  no  appreciable  difference  in  screen 
or  audio  quality.  If  we  hear  of  anything  significant  on 
this,  we'll  publish  it  in  a  future  issue. 


TRS-80  Equipment  Needed 

I  represent  a  nonprofit,  charitable  organization 
which  uses  TRS-80  Model  I  equipment  in  virtually 
every  aspect  of  its  affairs.  We  would  be  grateful  if 
your  readers  would  consider  contributing  addi- 
tional Model  1  equipment:  keyboards,  expansion 
interfaces,  drives,  and  printers  would  be  welcome. 
AH  contributions  would  be  fully  tax-deductible, 
since  we  hold  "public  charity"  status  with  the  IRS. 

If  you  are  in  a  position  to  make  such  a  con- 
tribution or  would  like  more  information,  please 
drop  me  a  note  or  call  me  (collect,  if  you  like)  at 
(617)495-9020. 

Dr.  Robert  Epstein 

Cambridge  Center  for  Beliavioral  Studies 

II  Ware  Street 
Cambridge,  MA  02138 

PET  To  VIC  Or  64  Transfers 

In  connection  with  your  article  on  merges  in  the 

14    COMPim!     October  1983 


June  1982  issue  of  COMPUTE!,  I  stumbled  onto 
something  which  1  have  never  seen  reported, 
although  something  so  simple  must  have  been 
noticed  by  someone  else.  I  tried  loading  programs 
recorded  on  a  cassette  on  my  PET  (Original  ROM 
from  1977)  into  my  new  Commodore  64.  1  found 
that  the  program  appeared  to  load  and  would 
apparently  list  OK.  However,  it  would  not  RUN, 
and  one  could  not  list  individual  lines  or  groups 
of  lines.  Also,  on  closer  examination  of  the  listing, 
I  found  that  the  first  line  of  the  original  program 
was  missing,  and  in  its  place  was  a  4  or  5  digit 
number. 

I  found  by  experimenting  that  I  could  convert 
the  program  as  loaded  into  a  normal  program  by 
a  very  simple  procedure.  I  started  a  LIST,  but 
stopped  it  (with  the  STOP  key)  while  the  tirst  line 
was  still  on  the  screen.  I  then  positioned  the  cursor 
first  over  the  number  which  had  replaced  the  first 
program  line,  then  executed  a  RETURN,  and  then 
a  second  RETURN  when  the  cursor  was  over  the 
second  line  (which  now  appeared  to  be  the  first). 
After  that,  the  program  could  be  edited  and  RUN 
normally  (after  replacing  the  first  line,  if  neces- 
sary). I  have  now  used  this  procedure  to  transfer 
a  number  of  programs  from  my  1977  PET  to  the 
64,  but  put  a  line  like: 

10  REM  JUNK  LINE 

at  the  beginning  of  each  program  before  recording 
it  on  the  PET.  You  and  others  are  probably  familiar 
with  this,  but  I  have  not  seen  it  anywhere,  it  is  a 
very  simple  way  to  transfer  programs  from  one 
system  to  the  other.  I  presume  this  would  also 
work  on  the  VIC-20,  and  I  intend  to  try  this  as  1 
also  do  some  programming  on  a  VlC-20  at  a  school 
for  handicapped  children. 

Myron  T.  Kelley 
fim  Butterfield  replies: 

Your  letter  draws  attention  to  something  that  is  not 
well  known.  The  very  first  Conunodore  computers  -  the 
"Original  ROM"  PETs  -  saved  programs  in  a  slightly 
different  way  from  all  subsequent  Cotnmodore 
machines. 

It  worked  this  way:  just  before  the  beginning  of 
your  BASIC  program  there  is  always  a  value  of  zero  in 
memory.  This  is  still  true,  even  in  VlCsand  Commodore 
64s.  But  the  first  model  of  PET  saved  programs  in- 
cluding the  zero.  All  subsequent  Commodore  machines 
saved  only  the  program  -  not  the  zero. 

This  meant  that  early  PETs  saved  programs  with  a 
Load  address  of  1024;  and  that  all  subsequent  PET/ 
CBMs  saved  with  a  Load  address  of  1025.  On  the  PET/ 
CBM  computers,  this  made  little  difference:  programs 
did  not  relocate,  and  were  loaded  back  to  the  right  place. 
With  the  arrival  of  the  VIC  and  the  Commodore  64, 
however,  programs  became  relocatable;  and  these  neiv 
machines  did  not  expect  the  extra  zero.  Result:  a  con- 
fused first  line. 


THE  BEST  REASON  FOR  HAVING  A  HOME  COMPUTER. 


Your  children.  That's  why  we  created 
the  Early  Games  series  for  them.  We're 
educators  as  well  as  computer  special- 
ists. We  create  games  that  teach 
children  important  skills. 

There  are  five  programs  in  the  Early 
Games  series.  Early  Games  for  Young 
Children  is  a  set  of  nine  entertaining 
activities  for  children  2V2  to  5.  They 
can  work  with  numbers  and  letters  and 
create  colorful  pictures.  Matchmaker 
uses  shapes,  sizes,  directions  and 
colors  to  help  children  develop  reading 


readiness  skills.  Children  ages  5  to 
12  can  learn  to  play  melodies  with  Early 
Games  Music  Our  Piece  of  Cake  turns 
math  problems  into,  well,  a  piece  of 
cake.  And  Fraction  Factory  takes  the 
work  out  of  fractions. 

Early  Games  feature  multiple 
activities,  easy  to  use  picture  menus, 
and  colorful  graphics.  The  games 
are  fun,  children  love  to  play  them!  Thafs 
why  they  learn  from  them. 

And  they're  the  best  reason  for  having 
a  home  computer. 


counterpoint  software  inc. 


The  easiest  way  to  fix  up  this  problem  is  to  LOAD 
them  to  any  newer  PET/CBM  and  then  SAVE  them 
once  again.  The  zero  zvill  be  dropped  and  everything 
will  become  compatible. 


Timex/Sinclair  Compatibility  Problem 

I  own  a  Sinclair  ZX81  computer  and  a  Memopak 
32K  RAM.  I  recently  purchased  a  Timex/Sinclair 
2040  printer,  and  I  am  unable  to  get  the  com- 
puter to  work  with  the  Memopak  and  the  printer 
attached. 

The  Memopak  works  fine  with  the  computer 
alone  or  with  the  Sinclair  16K  RAM,  and  the 
printer  works  with  the  computer  and  with  the 
Sinclair  16K  RAM.  However,  the  computer  will 
not  display  its  cursor  when  the  Memopak  32K 
RAM  and  printer  are  both  attached. 

Can  you  tell  me  what's  wrong? 

Paul  R.  Harrison 

The  TimexiSinclair  2040  printer  is  not  compatible  with 
Memopak  for  some  utibwwn  reason.  Memotech,  man- 
ufacturer of  Memopak,  is  investigating.  Contact  them 
directly  for  further  information.  As  you  have  noted,  the 
Memopak  works  venj  well  with  the  ZX82  -and  with 
the  proper  interface,  works  well  with  a  wide  range  of 
printers. 


Apple  Programs  For  Commodore 

I  would  like  to  know  if  Apple  programs  can  be 
loaded  into  the  Commodore  64  from  disk  or  tape 
and  vice  versa? 

Anthony  Tutter 

We  have  published  two  articles  on  loading  Apple  pro- 
gram tapes  into  the  PET  and  vice  versa.  The  same  pro- 
cedures which  work  on  the  PET  should  also  work  on  the 
Commodore  64.  These  articles  are  "Feed  Your  PET 
Some  Applesoft"  in  COMPUTEI's  First  Book  of  PET/ 
CBM  and  "Load  Commodore  BASIC  Program  Tapes 
Into  The  Apple  IT'  in  COMPUTE!  (April  1983). 

Some  commercial  software  is  available  for  loading 
64  programs  from  disk  into  the  Apple  arid  vice  versa. 


PET  Monitor  Printout 

I  am  an  avid  user  of  the  PET  machine  language 
monitor,  but  I  have  never  found  a  way  to  direct  a 
hexadecimal  dump  to  a  printer.  Is  it  possible  to 
do  so  or  am  I  wasting  my  time?  Please  help! 

Michael  Silano 

For  4.0  BASIC  PETs,  you  can  print  the  output  by  typing 
X  to  exit  to  BASIC,  then  type: 

OPEN  4,4:  CMD  4:  SYS  54386 

then  type  the  monitor  command  M.  For  example,  if  you 
wanted  a  printout  of  the  hex  numbers  between  0400 

16    COMPUTE!    October  1:983 


and  0420,  you  ivould  type: 

.M  0400  0420 

For  Upgrade  PETs,  you  can  use  the  above,  but 
just  SYS  to  4  (the  way  you'd  ordinarily  enter  the 
monitor). 

However,  the  easiest  way  to  control  the  printer 
(and  many  other  aspects  of  machine  language  pro- 
gramming on  the  PET)  is  a  "monitor  extension"  pro- 
gram, "Micromon,"  published  in  COMPUTE!  (January 
1982).  It's  an  excellent  tool  for  machine  language  pro- 
gramming. It's  available  for  $3  from  COMPUTEl's  Back 
Issues  Department. 


Conserving  Your  Computer's  Power 

I  have  a  VlC-20,  and  1  want  to  know  which  is  better 
for  the  computer  -  to  leave  it  on  constantly  or 
shut  it  off  when  you  are  done  using  it? 

Bob  Weber 

This  is  debatable.  Some  would  say  that  the  initial  power 
surge  when  turning  on  a  computer  is  actually  more 
damaging  to  the  electronic  components  than  leaving  it 
on  continuously .  On  the  other  hand,  most  electronic 
parts  have  a  definite  life  span,  and  leaving  the  computer 
on  24  hours  a  day  could  shorten  the  overall  useful  life  of 
the  cojjtputer. 

Commodore  has  recently  changed  the  power 
supplies  of  both  the  VICIO  and  the  Commodore  64. 
Some  of  the  new  power  supplies  (especially  those  with 
the  64)  seem  to  run  someivhat  hotter  than  previous 
production  models.  This  tips  the  balance,  at  least  in  the 
case  of  these  machines,  so  we  recommend  that  you  turn 
off  a  VIC  or  64  and  even  unplug  the  power  supply  after 
each  use. 

A  New  Atari  Graphics  Mode? 

I  have  been  programming  with  my  Atari  400  for 
almost  a  year  now  and  have  had  a  lot  of  fun  with 
it.  And  recently,  1  have  noticed  advertisements  in 
magazines  about  programs  written  in  graphics 
mode  7.5.  Is  this  a  new  graphics  mode?  If  so,  what 
does  it  and  the  other  ".5"  modes  have  over  the 
others  or  GTIA? 

David  Brundage 

There  are  no  ".5"  modes.  GRAPHICS  7  is  a  4-color 
mode  with  a  horizontal  resolution  of  160  and  a  vertical 
resolution  of  96.  GRAPHICS  8  is  the  high-resolution, 
oiu'-color  (except  through  artifacting)  mode  with  a  res- 
olution of320h  X  192v. 

Built  into  the  ANTIC  chip  is  another  mode  that  is 
not  supported  by  the  400/800  operating  system.  It  is  a 
four-color  mode  with  a  resolution  ofl59h  x  192v,  the 
same  iKrtical  resolution  as  GRAPHICS  8.  Since  it  is 
"halfioay"  between  modes  7  and  8,  it  has  been  called 
GRAPHICS  IVj  or  GRAPHICS  7.5.  You  can  turn  a 
GRAPHICS  8  screen  into  this  neiv  mode  by  replacing 


Have  \bu  Read  The  Reviews 
On  Our  New  AtariWritef  ? 


w 


their  hands 


iiurea. 
,  ATARI  has  a  hit  on 


■DOWNERS 


/^QG^i^MSRE 


NSiON ! 


L!ilAVJ3»1 


Atari's  New 
Word  Processor. 

Tr^'  it,  be  jOLir  own  critic.  Use  new 
AtariWriter  for  all  your  family 
conesponcience,  school  papers,  commit- 
tee reports,  mailings 


One  special  feature:  you  can  coirect  as  you 
wiite,  instantly,  without  s^\^tching  back  and 
fordi  between  Create  and  Edit  modes. 
You  can  move  entire  paragi^iphs. 
Search  and  replace.  Even  restore  text  you've 
just  deleted,  with  our  memoiy  buffer. 
You  can  change  format  instantly,  and 
view  on-screen  at  full  printer  widtli. 


pre\iew 


Our  advanced  ROM-based  cartridge    Print  extra  copies  for  your  records. 


technology  means  you  can  use  it  on  any 
ATARI  Home  Computer  (even  16 K).  It 
also  lets  you  choose  between  cassette  and 
disk  storage  systems. 

Easy  to  learn  and  to  use.  '"fet,"  sa^ 
ANALOG  Magazine, '  'as  your  uses  for 
word  processing  grow,  (you'll  employ)  its 
more  advancecffeatures.' ' 


^'^. 


■'Hj^i 


Menu  driven,  with  helpful  prompts 

ATARI  HOME  COMPUTERS 

%^A  Warner  Communications  Company.  ©  ma  Aian.  j 


As  ANTIC  Magazine  concluded, 
new  Atari  Writer  is  "clearly 
superior  on  price  and 
performance  to 
Text  Wizard 
and  the 
ATARI  Word 
Processor." 
At  Atari  dealers 


/i^ 


Inc.  AH  rights  reserved. 


all  the  15's  and  79's  in  the  display  list  with  14'$  and 
78's.  (The  hexadeciiital  code  for  the  number  14,  which 
is  this  mode's  ANTIC  number,  is  E,  so  GRAPHICS 
JVz  is  sometimes  called  GRAPHICS  E.)  This  will  do 
the  trick: 


10 


2  0 


30 


GRAPHICS  S+16:DLIST  =  PEEK(560:'+25S 

*PEEK (561 ) +4 

FDR  I=^-lTO2-g0:  A  =  PEEK  (  DLIST+  I  )  :  IF 

fi=15  OR  A=79  THEN  POKE  DLIST+I.A- 

1 

NEXT  I: POKE  8  7,7 

If  you  want  a  text  -window,  just  remove  the  "+16" 
from  line  10.  The  POKE  on  line  30  fools  the  operating 
system  into  thinking  that  you  are  in  GRAPHICS  7. 
This  lets  you  use  only  the  top  half  of  the  screen  with 
BASIC  PLOTS  and  DRAWTOs,  since  the  OS  considers 
vertical  numbers  greater  than  95  to  he  in  error  for 
GRAPHICS  7.  The  Atari  1200XL  and  all  the  new 
600XL,  800XL,  1400XL,  and  U50XL  computers  fully 
support  this  mode  in  the  operating  system  and  BASIC. 


Sprites,  SYS,  And  Storage  On  The  64 

I  have  several  questions  about  the  Commodore  64: 

First  of  all,  I  know  you  can  check  if  a  sprite 
has  hit  a  background  character  by  PEEKing 
(V  +  31)  when  V  =  53248.  Is  there  any  way  to  find 
out  what  kind  of  character  it  hit? 

Second,  1  have  seen  many  programs  which 
read:  10  SYS(X).  How  do  they  do  this?  Using 
Commodore's  assembler  package,  you  must  load 
in  the  machine  language  program  off  the  disk. 

Last,  where  is  there  room  to  insert  machine 
language  programs  in  memory  other  than  COOO  - 
CFFF  (49152  -  53247)? 

Matthew  Price 

The  sprite-to-hackground  collision  detection  byte 
(53279)  is  set  up  to  be  a  "toggle"  switch;  in  other  words, 
it  registers  an  off/on  condition  (collision  or  no  collision). 
It  does  not  offer  the  option  of  telling  you  what  character 
the  sprite  collided  with.  Hozuever,  you  can  program 
this  option  for  yourself .  For  instance,  after  a  collision 
has  been  detected  you  could  branch  to  a  subroutine  that 
-would  convert  the  affected  sprite's  position  to  its  screen 
position,  and  then  perform  a  simple  PEEK  to  see  what 
character  it  hit. 

The  SYS  command  is  used  to  start  a  machine  lan- 
guage program  running.  When,  in  a  BASIC  program, 
you  see  a  statement  such  as  10  SYS  XXXX,  the  progran 
is  simply  branching  to  a  machine  language  routine 
much  the  same  way  that  a  pure  BASIC  program  would 
branch  to  a  BASIC  subroutine  via  the  GOTO  or  GOSUB 
command. 

Commodore's  machine  language  assembler  is  stored 
on  disk.  Like  BASIC,  machine  language  programs  may 
be  stored  on  either  tape  or  disk  and,  once  LOADed  (by 
the  LOAD  command,  or  via  a  BASIC  loader),  it  may  be 
called  or  branched  to  at  any  time  by  the  SYS  command. 

18    COMPirrei    October  1983 


There  are  many  places  for  you  to  safely  place  your 
machine  language  programs.  Besides  the  obvious  BASIC 
programming  area  (2048  to  40959),  there  are  other 
good  locations  available:  $02A7  to  $02FF  (decimal  679 
to  767,  89  bytes),  $033C  to  $03FB  (decimal  828  to 
1019-  the  tape  cassette  buffer  -  192  bytes),  and,  as  you 
mentioned,  $C000  to  $CFFF  (decimal  49152  to  53247, 
4096  bytes). 


Can  An  Atari  VCS  Run  400/800 
Programs? 

I  just  heard  that  a  keyboard  will  be  coming  out  for 
the  Atari  2600.  Are  programs  from  Atari  400/800 
compatible  with  this  sytem?  Do  they  have  the 
same  programming  language,  not  software? 

Frank  Martone 

Atari's  new  add-on  cotnputer  keyboard ,  previously 
called  "My  First  Computer,"  has  been  rechristened 
(with  a  few  keyboard  changes)  as  "The  Graduate. "  The 
add-on  module  comes  xvith  a  version  of  BASIC  that  is 
more  like  Microsoft  BASIC  than  Atari  BASIC.  The 
Graduate  was  designed  independently  of  the  home  com- 
puter line,  so  although  some  of  the  graphics  are  similar. 
The  Graduate  has  no  more  in  common  -with  the  400/800 
than  it  has  with  a  Commodore  VlC-20. 

Atari  (Machine  Language  Graphics 

1  own, an  Atari  400  and  would  like  to  know  how 
to  change  graphics  modes  in  machine  language. 
Also,  I'd  like  to  know  how  to  change  the  back- 
ground colors  in  the  GTIA  modes. 

Bim  Feysteryga 

All  the  graphics  routines  you  find  in  BASIC 
(GRAPHICS,  PLOT,  COLOR,  DRAWTO,  etc.)  can 
be  accessed  from  the  operating  system.  Refer  to  Bill 
Wilkinson's  "Insight:  Atari"  in  the  February  1982 
issue.  For  complete  information  on  the  GTIA,  you  will 
find  a  series  of  illuminating  articles  in  COMPUTEl's 
First  Book  of  Atari  Graphics. 

The  background  color  in  GTIA  modes  9  and  1 1  is, 
as  usual,  in  color  register  four  (SETCOLOR  4,  POKE 
712).  In  mode  9  you  can  only  control  the  color,  not  the 
luminance,  and  the  reverse  is  true  for  mode  11.  The 
background  color  in  GTIA  mode  GRAPHICS  10  is 
controlled  by  memory  location  704.  POKE  it  with  the 
color  multiplied  times  16  and  then  add  the  luminance. 
Instead  of  SETCOLOR  n,4,6  use  POKE  704,4*16  +  6. 


COMPUTE!  welcomes  questions,  comments,  or 
solutions  to  issues  raised  in  this  column.  Write  to: 
Readers'  Feedback,  COMPUTE!  Magazine,  P.O. 
Box  5406,  Greensboro,  NC  27403.  COMPUTE! 
reserves  the  right  to  edit  or  abridge  published 
letters.  © 


'*»'Si 


SOFTWARE 


pm^i^' 


>>4iiM^ 


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Computers  And  Society 

David  D  Thornburg.  Associate  Editor 


That's  Not  A  Program,  That's  A 
Language 

In  the  wild  and  woolly  early  days  of  personal 
computing  (the  late  1970s,  to  be  exact),  one  of  my 
favorite  sayings  was  "That's  not  a  game,  that's  a 
simulation!"  Implicit  in  this  saying  was  the  idea 
that  games  were  somehow  not  worth  spending 
time  on,  but  that  the  same  piece  of  software  took 
on  extra  value  when  viewed  as  a  simulation. 

A  program  to  emulate  a  lemonade  stand  (in 
which  the  player  experimented  with  advertising, 
pricing,  inventory,  etc.)  could  be  viewed  as  a  game 
(see  how  much  money  you  can  make  in  the  short- 
est time)  as  well  as  a  simulation  (examine  the  effect 
of  advertising  on  sales).  But  as  time  passed,  the 
game/simulation  controversy  seemed  to  die  away. 

I  have  seen  some  recent  developments  that 
point  the  way  to  new  types  of  software.  I  am 
speaking  of  application  programs  that  are  actually 
computer  languages.  This  "language  aspect"  is 
sometimes  so  carefully  hidden  that  it  is  likely  the 
programmers  themselves  may  not  realize  all  the 
implications  of  their  efforts. 

This  and  next  month's  columns  are  devoted 
to  a  description  of  a  few  such  "languages."  Those 
of  you  who  think  computer  languages  are  limited 
to  BASIC,  PROLOG,  Pascal,  PILOT,  Logo,  and 
the  like  are  in  for  a  surprise.  I  am  presenting  only 
a  very  small  sampling  of  these  languages,  and  by 
the  time  we  are  done  you  will  be  able  to  identify 
many  others. 

Before  giving  examples,  it  might  be  a  good 
idea  to  list  the  essential  elements  of  a  language.  A 
computer  language  must  allow  the  user  to  create 
computer-based  activities  that  are  custom-tailored 
to  the  user's  needs.  The  language  must  have  a 
vocabulary  and  a  grammar.  The  user  should  be 
able  to  edit  his  or  her  program  and  to  "run"  it.  All 
the  languages  I  will  describe  interpret  the  user's 
programs  and  are  highly  interactive  both  in  their 
programming  style  and  in  the  types  of  programs 
that  are  created. 

VisiCalc  As  A  Language 

VisiCalc  (a  product  of  VisiCorp)  is  an  example  of 
what  is  called  an  "electronic  spread  sheet."  This 
program  allows  the  user  to  create  tables  of  data 
and  relationships  between  certain  pieces  of  data. 
As  the  data  is  entered  into  the  spread  sheet,  cal- 

20    COMPUn!    October19e3 


culations  are  made  automatically  to  fill  in  the  areas 
of  the  sheet  containing  the  "results."  The  ability 
to  play  "What  if?"  games  by  quickly  seeing  the 
effect  of  changes  in  the  data  has  made  VisiCalc 
and  its  kin  invaluable  tools  for  today's  computer- 
using  executive. 

Electronic  spread  sheet  programs  are  com- 
puter languages. 

If  you  tind  this  surprising,  look  at  how  they 
are  used.  The  user  creates  a  "mask"  for  the  spread 
sheet  (the  program).  This  mask  contains  the  labels 
for  the  rows  and  columns  of  the  matrix,  the  re- 
lationships between  data  in  the  various  entry 
cells,  and  any  fixed  data  that  the  program  might 
need.  This  mask  can  then  be  saved  for  later  use, 
or  for  use  by  someone  other  than  the  programmer. 
A  VisiCalc  mask  for  tax  forms,  for  example,  can 
be  used  by  millions  of  taxpayers,  each  of  whom 
would  enter  his  or  her  own  data  and  let  the  spread 
sheet  calculate  the  results. 

Interestingly,  "programming  in  VisiCalc" 
doesn't  require  a  knowledge  of  anything  like  a 
"normal"  computer  language.  It  doesn't  matter  if 
you  program  the  labels  first,  or  if  you  create  some 
of  the  row  and  column  relationships  (e.g.,  making 
the  contents  of  each  entry  in  column  C  the  product 
of  the  contents  of  each  entry  in  column  A  and 
column  B)  and  then  till  in  some  data.  The  pro- 
grammer has  access  to  the  whole  program  at  once 
and  can  try  out  bits  and  pieces  as  he  or  she  moves 
along.  If  writing  programs  in  BASIC  can  be  con- 
sidered a  "serial"  process,  programming  in  Visi- 
Calc is  a  "parallel"  process. 

It  is  this  radical  departure  from  traditional 
programming  styles  that  makes  VisiCalc  inter- 
esting to  me  as  a  language.  Philosophers  have 
long  maintained  that  what  we  think  is  influenced 
by  the  choice  of  language  in  which  we  express 
our  thoughts.  That  many  hundreds  of  thousands 
of  business  people  seem  to  be  better  "thinkers" 
with  the  aid  of  programs  like  VisiCalc  is  testimony 
to  the  power  of  this  language. 

Rooky's  Boots  As  A  Language 

The  Learning  Company  is  well  known  for  its  high- 
quality  educational  software  and  for  its  special 
emphasis  on  the  development  of  logical  thinking 
skills.  Hidden  among  its  application  software 
packages  is  a  computer  language  called  Rocky's 


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You'll  never  see  Mocom's  graphics 
on  any  computer  screen.  Because 
there's  never  been  a  computer  built 
by  man  that  could  handle  the  iniages 
we  produce.  And,  there  never  will  be. 
We  draw  our  graphics  from  the 
limitless  imagery  of  your  imagi- 
nation—a technology  so  power- 
ful, it  makes  any  picture 
that's  ever  come  out  of  a 


screen  look  like  graffiti 
by  comparison.  And 
nobody  knows  how 
to  unleash  your 
imagination  like 
Infocom. 
Through  our 
prose,  your 
i  imagination 

%,  makes  you  part 

^  of  our  stories, 

:'  in  control  of 

what  you  do 
and  where  you 
go— yet  unable 
to  predict  or  con 
trol  the  course  of 
events.  You're 
confronted  with 
situations  and  log-         ^Sk 
ical  puzzles  the  like  of         ^JHj^ 
which  you  won't  find  elsewhere,     ^v  "^^ 
And  you're  immersed  in  rich  envi-  ^^  . 
ronments  alive  with  personalities  as 
real  as  any  you'll  meet  in  the  flesh- 
yet  all  the  more  vivid  because 
they're  perceived  directly  by  your 
mind's  eye,  not  through  your  exter- 
nal senses.  The  method  to  this 
magic?  We've  found  the  way  to  plug 
our  prose  right  into  your  psyche,  and 
catapult  you  into  a  whole  new 
dimension. 

Take  some  tough  critics'  words 
about  our  words.  SOFTALK,  for 
example,  called  ZORK®  Ill's  prose 


"far  more  graphic  than  any  depiction 
yet  achieved  by  an  adventure  with 
graphics."  And  the  NEW  YORK 
TIMES  saw  fit  to  print  that  our 
DEADLINE'""  is  "an  amazing  feat 
of  programming."  Even  a  journal  as 
video-oriented  as  ELECTRONIC 
GAMES  found  Infocom  prose  to  be 
such  an  eye-opener,  they  named  one 
of  our  games  their  Best  Adventure 
of  1983. 

Better  still,  bring  an  Infocom  game 
home  with  you.  Discover  firsthand 
why  thousands  upon  thousands  of 
discriminating  game  players  keep 
turning  everything  we  write  into 
instantaneous  bestsellers. 

Step  up  to  Infocom.  All  words.  No 
graffiti.  The  secret  reaches  of  your 
mind  are  beckoning.  A  whole  new 
dimension  is  in  there  waiting  for  you. 


inFocom 

The  next  dimension. 

Infocom.  Inc..  55  Wheeler  St.,  Cambridge,  MA  02138 

For  vour:  .Apple  1],  .Atari.  Comirwjdore  f>4,  CP/M  8*.  DEC  Rainbow. 
DEC KTII.  IBM. .VEC .APC.  N"EC PC-8000. Osbornt . Ti Professional. 
TRSWl  Mixli-l  i.  TRS-80  Modd  [[[. 


Figure  1:  or  Gate  Connected  To  Clapper         Figure  2:  Knife  Cuts  Clapper  From  OR  Gate 

mmmm         iiiiiM    piiiiiiH         iiiiii 

■  HI      U 


» > 


* af 


-M3I1D 


—a:: 


m 


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Figure  3:  Clapper  Replaced  By  OFF/ON  Box     Figure  4:  AND  Gate  Connected  To  Machine 

Stiown  In  Figure  3 


iish* 


BFFT — «- 


1       I 


■HIM3 


5^ 


* *- 


Figure  5:  completed  Machine  In  Use 


.3^ 


»       > 


Figure  6: 

The  Machine  Used  To  Identify  Blue  Triangles 
(Solving  A  Problem  In  Logic) 


24    COMPUn!    October  1983 


"Your  Portfolio,  Sir." 


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The  INVESTMENT  EVALUATOR  gives  you 
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Boots.  This  language  assumes  the  guise  of  a  pro- 
gram designed  to  let  the  user  solve  logic  problems 
by  building  "logic  machines."  These  logic 
machines  are,  in  fact,  schematic  diagrams  con- 
structed from  AND,  OR,  and  NOT  gates,  flip- 
flops,  wires,  input  sensors,  and  output  devices. 
Through  a  series  of  carefully  staged  exercises,  the 
user  is  taught  how  to  use  the  program  (or,  as  I 
claim,  how  to  write  programs  in  the  Rocky's  Boots 
language). 

Interestingly,  the  construction  of  logic 
machines  (this  is  the  programming  task)  can  be 
done  without  access  to  the  keyboard  by  using  a 
joystick  to  pick  up  objects  (program  subroutines) 
and  interconnect  them  into  a  complete  machine 
(program).  Incorrect  connections  can  be  "cut" 
with  a  special  knife  (the  editor).  The  only  frustra- 
tion I  have  encountered  with  this  language  is  that 
no  provision  was  made  for  the  saving  of  finished 
"machines." 

The  figures  show  how  a  program  can  be 
edited  in  Rocky's  Boots  (remember  that  a  machine 
is  in  reality  the  computer  program  you  have 
created).  Figure  1  shows  a  machine  consisting  of 
an  OR  gate  connected  to  a  clapper.  One  of  the  OR 
gate  inputs  is  a  blue  sensor,  and  the  other  is  a 
green  sensor.  The  remaining  items  in  the  picture 
are  "spare  parts"  (i.e.,  subroutines  available  for 
use).  Suppose  you  want  to  change  this  machine 
into  a  new  one  that  will  turn  the  word  OFF  to  ON 
if  the  green  sensor  is  activated  OR  if  both  the  blue 
sensor  is  activated  AND  the  cursor  is  touching  an 
input. 

To  modify  the  machine,  the  cursor  (shown  as 
the  large  solid  rectangle)  is  used  to  pick  up  the 
knife  shown  at  the  bottom-left  side  of  Figure  I .  In 
Figure  2  the  blue  sensor  has  been  cut,  and  the 
knife  is  shown  cutting  the  clapper  from  the  OR 
gate.  In  Figure  3  the  clapper  has  been  replaced  by 
the  OFF/ON  box,  and  in  Figure  4  the  AND  gate 
and  some  wires  have  been  connected  to  complete 
the  new  machine.  Figure  5  shows  what  happens 
when  the  machine  is  used  and  the  proper  condi- 
tions are  satisfied  (in  this  case,  both  the  blue  sensor 
and  the  remaining  input  of  the  AND  gate  are 
activated). 

Rocky's  Boots  is  similar  in  many  ways  to  Visi- 
Calc.  The  user  has  access  to  the  whole  program  at 
once  (it  is  a  parallel  environment),  and  the  pro- 
gram (the  machine)  can  be  tested  as  it  is  being 
built.  Of  course,  the  application  areas  for  these 
programs  are  quite  different  from  each  other. 

The  machines  created  by  Rocky's  Boots  are 
designed  to  be  used  to  solve  logic  problems.  Figure 
6  shows  one  such  problem  in  which  a  machine 
has  been  built  to  identify  blue  triangles. 

One  can  argue  that  Rocky's  Boots  is  a  game, 
a  simulation,  and  a  language. 

No  matter  what  it  is  called,  it  is  a  very  powerful 


piece  of  software. 

Next  month  we  will  conclude  this  series  with 
the  description  of  yet  another  powerful  program/ 
language,  Dancing  Bear  from  Koala  Technologies. 
We  will  also  discuss  the  potential  impact  of  these 
types  of  languages.  © 


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26     COMPUTE!     October  1983 


RESTON 

CLOSES 

THE  GAP 

BETWEEN 

ART 

AND 

COMPUTERS 

For  the  Atari  800  with  48k  memory. 


CONTEST! 

For  the  best  compuler 
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Entries  should  be 
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For  more  defoili,  con- 
tact Reston  Publisliing 
Company. 


In  Reston's  new  book.  Genesis  II,  Creation 
and  Recreation  with  Computers,  by  Dale 
Peterson,  artists,  writers  and  musicians  use 
computers  to  create  new  visions,  new 
sounds  and  new  ways  of  expressing  them- 
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tions. With  Movie  Maker,  an  exciting  new 
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Alan  is  a  regis'tered  trademarl(  of  Afari,  Inc. 
Coming  soon:  16k  ROM  cartridge. 


THE  BEGINNER'S  PAGE 


Richard  Monsfield,  Senior  Editor 


Your  First  Useful  Program 


It  doesn't  take  long.  Soon  after  you  buy  a  com- 
puter, someone  will  ask  what  it's  doing  for  you 
that's  useful.  You've  been  learning  to  program  in 
BASIC,  but  what  practical  results  have  you  got  to 
show  for  your  efforts?  The  questioner  might  be  a 
friend  or  even  someone  in  your  immediate  family, 
someone  you  usually  love. 

Here's  a  program  which  can  be  used  in  dozens 
of  practical  ways.  It  makes  it  easy  to  store  and 
analyze  information.  We  all  keep  lists  and  records. 
If  you  have  a  collection  of  something  -  recipes, 
books,  stamps,  albums,  whatever- you  can  enter 
all  sorts  of  information  into  this  program  and  then 
look  things  up  later  in  a  variety  of  ways.  You  can 
ask  for  everything  starting  with  the  letter  A, 
everything  on  a  particular  topic,  from  a  particular 
country,  or  whatever  specifications  you  want. 
This  type  of  program  is  often  called  a  data  base 
manager.  It's  one  of  the  most  effective,  impressive 
applications  for  a  personal  computer. 

How  To  Modify  The  Program 

A  similar  program  was  published  in  this  column 
two  years  ago  and  proved  popular.  I  received  this 
letter  the  other  day: 

/  would  like  to  ask  a  favor.  I  have  been  using 
your  program  "Searching  Files"  (November 
1981)  for  some  time,  and  very  much  ap- 
preciate it.  But  I've  tried  without  success  to 
add  categories  like  3.  Publication,  4.  Date.  If 
possible,  could  i/ou  explain  how  to  expand 
the  program  to  include  additional  categories? 

Mel  Leiseroivitz 

That  a  programmer  can  make  modifications 
to  a  program  is  one  of  the  most  subtle,  but  pow- 
erful, aspects  of  computing.  Unlike  other  kinds  of 
tools,  a  given  computer  program  can  often  be 
radically  transformed  so  that  it  can  accomplish  a 
great  variety  of  tasks.  Let's  take  this  program 
apart,  looking  at  each  aspect  of  it,  and  then  explore 
how  to  modify  it  to  include  extra  categories. 

Data  base  management  is  frequently  divided 
into  two  phases:  the  manager  program  and  the 
actual  base  of  data.  A  data  base  would  be  a  list  of 
pieces  of  information,  perhaps  in  alphabetic  or 

28    COMPUTE!    October  1983 


some  other  order,  like  the  phone  book.  The  data 
base  is  often  stored  on  a  tape  or  disk,  and  the 
manager  program  looks  up  information  by  opening 
and  closing  files  on  the  tape  or  disk.  The  second 
phase,  the  manager  program,  can  make  all  kinds 
of  lists  for  you;  it  can  analyze  the  data  base.  For 
example,  if  the  yellow  pages  were  on  a  disk,  you 
could  write  a  program  which  would  allow  you  to 
ask  highly  specific  questions.  You  might  want  to 
know  the  phone  number  of  all  pizza  shops  within 
a  five-mile  radius  of  your  house.  If  the  data  base 
included  map  information,  the  manager  program 
could  give  you  the  answer. 

A  Faster  And  Easier  Way 

This  program,  "The  Filer,"  combines  the  data 
base  into  the  manager  program  in  the  form  of 
DATA  statements,  each  holding  an  individual 
record.  The  advantage  of  this  is  that  you  can  add 
to  and  modify  the  data  easily,  on  screen.  It's  also 
faster:  the  computer  doesn't  need  to  bring  data  in 
from  tape  or  disk.  The  program  contains  the  data 
already.  The  disadvantage  is  that  your  data  base 
cannot  be  larger  than  the  amount  of  memory  in 
your  computer.  You  should  be  able  to  find  many 
uses  for  this  program,  however.  If  your  computer 
has  32K  of  RAM  memory,  you  can  store  detailed 
information  about  all  the  articles  in  COMPUTE!  for 
any  given  year.  If  you  want  to  start  a  data  base  for 
a  new  year,  you  can  simply  use  the  program  again, 
with  a  new  set  of  DATA  statements.  In  our  ex- 
ample use  of  The  Filer  we'll  start  a  cross-indexed 
reference  file  of  all  COMPUTE!  articles. 

The  program  is  designed  to  work  on  all  com- 
puters using  Microsoft  BASIC  (Commodore, 
Radio  Shack,  TI,  Apple,  etc.).  If  you  have  an  Atari, 
there's  a  version  for  your  machine  in  COMPUTE!, 
November  1981. 

Let's  go  through  the  program  to  see  how  it 
works: 

Line  Number 

1         This  lets  the  computer  know  the  total 
number  of  items  in  our  data  base.  T=  10  because 
we've  got  ten  DATA  lines  in  this  program.  The 
data  base  starts  at  line  502  and  continues  to  the 


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those  of  IBM,  Shugart,  ANSI,  ECMA,  ISO  and  JiS.  Once  you 
Insert  a  quality  TDK  floppy  disk  into  your  computer  system, 
you're  guaranteed  highly  reliable,  ultra  smooth  perform- 
ance. This  is  due  to  TDK's  proprietary  disk-burnishing  tech- 
nique thot  provides  optimum  head-to-disk  contact. 

TDK  floppy  disks  are  available  in  S'Aand  S-inch  sizes  In 
the  most  popular  formats.  Each  disk  comes  in  its  own  pro- 
tective Tyvek-type  envelope.  For  a  copy  of  our  brochure, 
"Some  Straight  Talk  About  Floppy  Disks,"  write  lo:  TDK  Elec- 
tronics Corp.,  Computer  Products  Marketing  Dept.,  12  Harbor 
Park  Drive,  Port  Washington,  NY  11050,  or  call  516^525-0100. 


^9      ^i 
M2[»(|s  9CTPI 


©  1 982  TDK  ElBclron  ics  Corp. 


^TDK 

The  heart  of  your  system. 


^,-t'  Zf: — T 


:^»iJw^ -7- > * '  -  Ws,     ;      .;   .-    .; 


^ 

pfe        We  just  made 
owning  an  Atari  c^inpvtter 


a  lot  more  logical. 


^?i 


r 


:5^;a^^' 


Introducing  the  Rana  1000  disk  drive.  Itls  a  whole  new  game  for  Atari  computers. 


This  two  digit  LED  readout 
displays  a  code  that  tells  you 
everything  you  need  to  know. 


This  switch  tells  you  your 
write  protect  feature  is 
keeping  your  information  safe. 


When  Rana  Systems  introduced  the  Elite 
Series  of  Apple®  compatible  disk  drives,  we  didn't 
know  what  a  tremendous  impact  they  would  make. 
It  turned  out  to  be  a  line  so  outstanding  in  perfor- 
mance, styling,  capacity,  and  price,  that  it  instan- 
taneously made  us  a  major  force  in  the  market. 
Well,  needless  to  say,  the  response  was  so  great 
that  we  were  forced  to  create  the  same  highly  ad- 
vanced disk  drive  for  Atari®  A  disk  drive  that  when 
coupled  with  Atari's  computer,  could  perform 
everything  from  accounting,  financial  planning, 
and  stock  charting,  to  word  processing,  business 
management,  and  letting  you  write  your  own  pro- 
grams. Plus,  we  made  it  simple  enough  for  a  child 
to  use,  for  learning  anything  from  the  alphabet  to 
a  foreign  language. 

WDrking  with  a  diskette 
versus  playing  with  a  cassette. 

Let's  face  it.  The  only  reason  Atari  made  a 
cassette  option  to  their  computer  was  to  make  it 
affordable.  But  now  you  don't  have  to  settle  for  less. 
Because  now  you  can  get  a  diskette  for  your  Atari 
computer  which  outperforms  their  cassette.  With 
Atari's  cassette  you  only  get  half  the  functions  of  a 
computer  compared  to  what  our  floppy  disk  can 
give  you.  Their  cassette  is  not  only  limited  in  the 
software  available,  but  it  also  takes  20  times  longer 
to  get  the  information  you  need.  And  Rana's  disk 


The  remaining  switches 
provide  readouts  on  density 
storage,  error  status,  and 
drive  number. 


This  switch,  when  you  touch  it, 
tells  you  what  track  you're  on. 


drive  offers  twice  the  storage  capacity  of  either 
their  cassette  or  disk  drive. 

Why  even  stylewise  our  new  low  profile  design 
not  only  looks  100  times  more  spectacular,  but  it 
occupies  3  times  less  space.  And  our  new  Rana 
1000  also  gives  you  a  piece  of  its  mind  every  time 
you  use  it,  because  our  disk  drive  gives  you  informa- 
tion as  well  as  takes  it.  And  we  think  that  says  a  lot. 

Ihe  disk  drive 
that  has  all  the  answers. 

Rana  offers  you  a  myriad  of  features  Atari 
couldn't  even  conceive  of.  Like  five  electronic  func- 
tions on  the  front  panel  that  give  you  a  LED  read- 
out when  touched.  Our  disk  drive  tells  you  what 
track  you're  on,  and  what  density  and  how  much 
information  you're  storing.  And,  we  have  a  write 
protect  feature  which  protects  your  diskette  from 
being  erased.  In  fact,  no  other  disk  drive  can 
offer  you  that. 

As  you  can  see,  it  was  easy  to  build  a  disk 
drive  superior  to  Atari's.  Because  for  every  reason 
you  buy  a  disk  drive,  Rana  has  superior  technology. 

The  Rana  1000  disk  drive.  It  brings  your  Atari 
computer  to  a  higher  level  of  sophistication  for  a 
price  one  third  lower  than  Atari's.  So  your  choice 
shouldn't  even  be  a  matter  of  logic. 

Just  common  sense. 


iS 


Always  a  step  ahead. 


21300Sup9rror  Sireei,  Chaiswonh,  CA9131 1  213-709-S4a4.  For  dealer  inlofmalion  call  loll 
free  1-800-421  -2207.  In  Calilornia  only  call   1  -800-262-1 221 .  Source  Number;  TCT-654 


•  Apple  is  a  registered  trademark  of  Apple  Computer.  Inc.  »  Atari  is  a  regisiBrod  trsOemark  o(  Man,  Inc..  a  Wanwr  Cofninunications  Company 


end  of  the  program.  If  you  add  400  more  DATA 
lines,  you  should  change  line  1  to  read:  T  =  410. 

2  Since  reading  a  large  data  base  might  take 
some  time,  this  statement  appears  on  screen  to  let 
the  user  know  that  the  computer  is  busy  and  will 
return  control  to  him  or  her  shortly. 

3  Here  we  DIMension  the  three  variables 
which  will  be  holding  our  data.  These  tens,  too, 
would  need  to  be  changed  to  410s  if  you  added 
400 more  DATAlines. 

10      The  computer  assigns  a  special  variable 
name  to  each  item  of  data  by  READing  through 
the  entire  list.  We've  got  three  categories  per  rec- 
ord. A$(?  -  whatever  I  =  during  the  READing) 
will  be  topic  identification  for  the  COMPUTE!  articles 
in  our  data  base.  B$(?)  will  contain  the  issue 
number  and  the  page  number.  C$(?)  holds  the 
author  name. 

15-45       Here  the  computer  gives  us  a  choice.  We 
can  look  things  up  either  by  topic  or  by  author. 

50       We  now  make  our  request.  If  X  =  1  (see  line 
35),  then  we're  after  the  author  so  we're  sent  down 
to  line  70,  which  searches  through  C$( ).  If  not, 
we  proceed  to  line  55  for  a  search  of  A$( ),  topics. 
Lines  55-65  and  70-80  are  identical  searches,  except 
one  looks  at  C$( ),  the  other  at  A$( ).  Since  they're 
the  same,  we'll  just  examine  the  interesting 
pattern-matching  technique  where  it  appears  the 
first  time,  in  line  60. 

60      This  is  the  heart  of  the  program.  It's  the 
trick  that  lets  you  look  things  up  without  knowing 
their  exact  names.  It  also  makes  possible  varying 
depths  of  specificity.  If  you  add  a  data  line:  522 
DATABASIC  MEMORY  SAVING,  you  can  then 
request  anything  from  B  to  BASIC  MEMORY  SAV- 
ING and  this  item  will  show  up  on  the  list.  If  you 
request  matches  to  BASIC,  you'll  get  this  one  and 
line  510.  If  you  request  BASIC  MEMORY,  line  510 
will  be  ignored. 

How  does  it  work?  N$  is  the  word  or  words 
you  entered  (line  50)  and  to  which  you  want  all 
matches.  A$(I)  will  scan  through  the  entire  data 
base  "topics  column."  For  a  match  to  take  place, 
only  the  leftmost  part  of  A$(I)  needs  to  match  N$. 
Z  does  this  for  us;  it's  the  length  of  N$  (see  line 
50).  That  is,  we're  looking  for  matches  from  pieces 
of  A$(I)  only  as  big  as  N$.  So,  you  type  in  your 
topic  DATA  with  this  in  mind.  Enter  each  record 
so  that  the  first  word  is  the  most  general,  the  sec- 
ond more  specific,  etc. 

85      This  subroutine  prints  out  any  matches 
which  are  found.  It  contains  descriptions  of  the 
categories.  There  are  a  number  of  ways  to  format 
such  things.  You  might  prefer,  for  example,  to  list 
the  category  titles  only  once,  at  the  top  of  the 
screen,  and  then  list  everything  in  columns  un- 
derneath them. 


Expanding  The  Categories 

As  you  can  see  by  following  the  changes  suggested 
in  Programs  2-4,  some  minor  structural  modifica- 
tions are  necessary  to  make  Program  1  handle  a 
fourth  category.  Computer  brand.  However,  it 
would  be  simple  to  add  a  fifth  or  more  categories 
to  this  new  version. 

One  thing  to  watch  out  for:  the  READ  state- 
ment doesn't  care  what  data  is  on  a  given  DATA 
line.  It  reads  things  verj'  literally  and  checks  for 
commas  (or  the  end  of  a  line)  to  tell  it  that  a  par- 
ticular item  has  ended.  So,  if  you  get  odd  re- 
sponses such  as  EDUCATION  when  you're  asking 
for  author  names  starting  with  E,  or  an  OUT  OF 
DATA  ERROR  -  you've  probably  left  out  a  comma 
somewhere  in  the  DATA  lines.  Also,  your  DATA 
lines  will  be  longer  with  this  new,  four-category, 
version  of  The  Filer.  They'll  now  look  something 
like  this: 

520  DATALANGUAGES  PILOT,1/40,THORNBURG,VIC 

If  you  have  any  questions  or  topics  you'd  tike  to 
see  covered  in  this  colunui,  write  to  "The  Beginner's 
Page,"  COMPUTE'.  Magazine,  P.O.  Box  5406, 
Greensboro,  NC  27403. 

Program  1:  The  Filer 

1  T=10:REM{8  spaces}   TOTAL  NUMBER  OF 
ITEMS  OF  DATA 

2  PRINT"{3  SPACES}READING{5  SPACESJCOMPU 
TE!{5  SPACES }DATABASE 

3  DIMA$(10) ,B${10) ,C$(10) 

10  F0RI=1T0T:READA$  (I)  ,B$ (I ) ,C$ (I ) :NEXT 
15  PRINT:PRINT"SELECT  A  CATEGORY" : T$="TO 

PIC" 
20  PRINT"{4  SPACES}!.  AUTHOR 
25  PRINT"{4  SPACES}2.  SUBJECT 
30  K$="":GETK$:IFK$=""THEN30 
35  X=VAL.(K$)  :IFX>2THEN30 
40  IFX=1THENT$="AUTH0R'S  NAME" 
45  PRINT"{3  SPACES}PLEASE  ENTER  "T$ 
50  INPUTN$:Z=LEN(N$) :IFX=1THEN70 
55  FORI=lTOT 

60  IFN$=LEFT$ (A$ (I) ,Z ) THENG0SUB8 5 
65  NEXTI:G0T015 
70  F0RI=1T0T 

75  IFN$=LEFT$ {C$ (I) ,Z ) THENGOSUB85 
80  NEXTI:G0T015 
85  PRINTA$(I) ;"...IN  ";B$(I);"  (ISSUE#/P 

AGE),  WRITTEN  BY  "; C$ (I ): RETURN 

498  REM 

499  REM 

500  REM  ***  TOPIC  OF  ARTICLE  —  ISSUE/PG 

—  AUTHOR  *** 
502  DATABUSINESS, 1/4, SAWYER 
504  DATAS0RTING,1/7,HUL0N 
506  DATAWORDPROCESSORS , 1/13 , LINDSAY 
508  DATASCIENTIFIC  INSTRUMEHTATION , 1/24 , 

BYRD 
510  DATABASIC  TOKENS , 1/29 , HERMAN 
512  DATAMODEM,1/30,TULLOCH 
514  DATAA-D  CONVERTER , 1/31 , HERMAN 
516  DATAML  MEMORY  TEST , 1/32 , MOSER 
518  DATAEDUCATION,l/34,BARRETTE 
520  DATALANGUAGES  PILOT , 1/40 ,THORNBURG 


32    COMPUTE!    October  1983 


HERE'S  S.A.MJ 

PUT  HIM  IH  YOUR 

DISK  DRIVE  AHD  YOUR 

COMPUTER  TALKS. 

S.A.M.  is  the  Software  Automalic  Mouth"*, 

by  Don't  Ask  Software — a  complete  speech 

synthesizer  on  a  disk.  S.A.M  does  what 

hardware  speech  devices  do.  and  more — 

without  the  high  price. 

•  Natural-sounding  speech 
~  Variable  pilch,  speed,  inflection 

English  text-lo-speech  conversion 

•  Easy  to  use  in  your  programs 

FOR  COMMODORE  64,  ATARI, 
APP1EII+,  He  COMPUTERS 

From  your  software  dealer. 

Bug.  retail  prices:  C64,  Atari  versions  $59.95. 

Apple  version  includes  d/a  card:  $124.95. 


D®nT  ASKI 

COMPUTER  SOFTWARE 


2265  WestwcxxJ  Bl..  Ste.  B-150.  Dept.  C 
Los  Angeles,  CA  90064.  (213)  477-4514. 


ProgianKTed  Dy  Marti  Oanon.  essBS  Doni  A*  flia'i  C64 

conveiaons  by  Hodeit  Freedman.  Mac  Lindsay  respectiuely.  c  I9K. 

1963  Daii  Ask  Commodoie  54.  Alan.  Apple  II  +  and  lie  are  irade- 

niarks oi Caivnodore Bisness Madwtes  Inc .  Alan inc.^ni 

Apple  Compijiei  Inc .  reapeclively. 


(C»C), 


6 


Program  2:  Change  These  Lines 

3  DIMA$(10),B$(10) ,C$(10) ,D$ (10) 

10  F0RI=1T0T:READA$(I)  ,B$  ( I)  ,C$ (I )  ,D$ (I ) 

:NEXT 
35  X=VAL(K$) :IFX>3THEN30 

50  INPUTN$:Z=LEN (N$) 

55  FORI=lTOT:ONXGOStJB60,65,70:NEXTI:GOTO 
15 

60  IFN$=LEFT$ (C$(I) , Z ) THENG0SUB8 5 

65  IFN$=LEFT$ {A$ (I) , Z ) THENG0SUB8 5 

70  IFN$=LEFT$ (D$ (I) , Z ) THENGOSUB85 

Program  3:  Add  These  Lines 

26  PRINT"{4  SPACES}3,  COMPUTER 
42  IFX=3THENT$="C0MPUTER" 

61  RETURN 

66  RETURN 

71  RETURN 

Program  4:  Drop  These  Lines 

75  IFNS=LEFT$ (C$ (I) , Z ) THENGOSOB85 

80  NEXTI:G0T015  Q 


COMPUTEI 

The  Resource. 


COMMODORE 

64 

by  Tim  Onosko 

A  concise,  handy  guide  ttiat  offers  a  complete  sUrt-to-finish 
approach  to  the  Commodore  64  and  the  new  portable 
version!  Designed  for  users  with  little  or  no  computer 
experience,  this  easy-to-read  text  explains  what  the 
Commodore  54  is  all  about  and  how  to  use  it— complete  with 
step-by-step  instructions  for  BASIC  programming  as  well  as 
important  information  on  a  wide  variety  of  applications, 
including  word  processing  .  .  .  color .  . .  graphics  .  .  . 
sound  .  .  .  music  .  .  .  games  .  .  .  and  much  more ! 

1 983/384pp/paper/D3804-4/S  14.95 

Contact  your  local  bookstore  or  computer 
store  today  or  write 


/^ 


Robert  J.  Brady  Co. 
,       Bowie,  MD  20715  •  30I-262-630O 

**      A  Prentice-HiU  Publishing  &  Communicilions  Compuir 


TELEGAMES 

Computer  Games  By  Phone 


John  Blackford 


A  new  species  of  game  is  snddenhf  gaining  in  popularity. 
It's  the  tckgamc  -  played  over  the  phone  lines.  In  some 
versions,  you  play  against  the  computer;  in  others, 
many  players  can  join  in  a  single  game.  When  one  player 
makes  a  move,  the  others  see  it  almost  instantly.  Such 
games  allow  team  efforts  and  that  opois  up  an  intriguing 
new  set  of  possibilities. 


In  the  movie  WarGames,  a  high  school  student 
accidentally  taps  into  NORAD's  war-game  com- 
puter. The  computer,  which  is  equipped  with 
artificial  intelligence  programs,  is  prepared  to 
play  such  favorites  as  chess,  tick-tack-toe,  and 
global  thermonuclear  war.  After  the  student 
chooses  the  latter,  the  computer  won't  quit, 
seizing  control  of  launch  codes  and  missile  silos 
in  preparation  for  a  real  nuclear  strike. 

How  did  the  student  bring  about  this  near 
disaster?  Practically  the  same  way  that  people 
around  the  country  now  call  up  computerized 
information  services  and  use  them  to  play  games: 
he  put  his  telephone  receiver  in  a  modem  -  a  de- 
vice connecting  the  computer  to  the  phone  lines  - 
readying  his  computer  to  call  another  computer. 

Many  information  serv'ices  contain  -among 
other  things  -  a  library  of  games,  which  people 
can  call  up  and  play.  In  some,  users  play  against 
the  computer,  as  in  WarGaities.  In  others  -  the 
multiplayer,  interactive  games  -  the  computer 
acts  as  a  referee,  doing  the  housekeeping  chores, 
accounting  for  players'  moves,  and  generally 
running  the  game.  At  present,  interactive  gaming 
is  available  only  from  CompuServe  Information 
Service,  though  The  Source  and  Delphi  are  working 
to  catch  up. 

Only  At  Lunch  Hour 

CompuServe  got  a  head  start  in  interactive  games 

34     COMPUTE!     October  1983 


by  chance.  The  company  began  as  a  data  base  for 
business  users,  offering  stock  market  quotes, 
sugar  futures  quotes,  and  the  like  during  the  day. 
After  a  few  years  of  setting  up  such  services,  Russ 
Ranshaw,  one  of  the  company's  programmers, 
decided  to  create  a  simple  space-war  game  called 
Space  Wars  (SPCWARS)  for  the  recreational  use 
of  other  employees. 

"It  seemed  like  a  logical  thing  to  do,"  he  says. 
"But  it  got  so  darned  popular  that  people  were 
playing  all  the  time."  After  looking  the  other  way 
for  some  time,  company  officials  eventually  lim- 
ited game  access  to  luncli  hour.  Even  that  didn't 
do  the  trick,  so  finally,  in  1976,  the  game  was  com- 
pletely banned  from  CompuServe  -  and  it  wasn't 
to  be  found  in  the  memory  banks  for  several  years 
after  that. 

As  personal  computers  began  reaching  homes 
in  increasing  numbers,  planners  at  CompuServe 
(and  other  information  utilities)  decided  to  make 
their  services  available  to  home  users  at  reduced 
rates  during  off-hours.  To  make  the  service  at- 
tractive to  non-business  users,  some  new  features 
were  added.  One  of  the  first  was  SPCWARS,  and 
it  proved  just  as  popular  as  it  had  been  during 
lunch  at  CompuServe.  In  fact,  it  and  two  other 
interactive  space  games  added  later  are  now 
among  the  most  widely  used  parts  of  the  system. 

SPCWARS  is  fairly  simple  to  play.  The  com- 
mands aren't  hard  to  follow,  and  a  help  function 
permits  you  to  learn  the  rules  as  you  play.  It's  an 
interactive  game  in  which  everyone  is  gunning 
for  any  player  who  signs  onto  the  system.  You 
can  hide  in  clouds,  duck  around  stars,  and  even 
display  the  section  of  the  galaxy  your  ship  is 
probing.  Since  true  graphics  aren't  possible,  the 
display  consists  of  various  symbols  and  letters  to 
designate  the  location  and  direction  of  your  ship 
and  the  other  objects  in  the  game.  As  more  people 


Last  night,  39  musicians  Had  a 
CompuServe  conference,  So  did  31  M.D.S, 
49  Sports  Fans  And  640  Apple  Polishers, 

And  No  One  had  To  leave  home. 


The  Electronic  Forum, 
Cheaper  than  Long  Distance 
and  Much  More  Rewarding. 

Every  night  on  the  CompuServe 
Information  Service,  professional 
and  social  groups  discuss  a  wide 
range  of  subjects.  From  what's  new 
in  medical  technology  to  what's 
nouvelle  in  continental  cuisine. 

And  every  day  more  computer 
owners  who  share  a  common 
interest  are  discovering  this  exciting 
new  way  to  exchange  ideas  and 
even  transfer  hard  copy  data. 


And  besides  electronic  forums, 
they  leave  messages  for  each  other 
on  our  national  bulletin  board, 
"talk"  informally  on  our  CB  simulator, 
and  communicate  via  CompuServe's 
electronic  mail. 

But  best  of  all,  in  most  cases, 
CompuServe  subscribers  get  all  of 
these  state  of  the  art  communications 
options,  plus  a  world  of  on-line 
information  and  entertainment  for 
the  cost  of  a  local  phone  call  plus 
connect  time. 

To  become  part  of  this  flexible 
communications  network,  all  you 


need  is  a  computer,  a  modem  and 
CompuServe.  CompuServe  connects 
uitli  almost  any  personal  computer; 
terminal,  or  communicating  word 
processor. 

To  receive  an  illustrated 
guide  to  CompuServe  and  learn  how 
you  can  subscribe,  contact  or  call: 


CompuServe 

Consumer  Inlormaiion  Se™co  PO  Sox  20212 
5000  Arlinglon  Centre  Blvd   Columbus.  OH  43220 

800-848-8199 

In  C'M:0  Ca.i  6' ■■-'"'i^-Qc-ji? 


An  H&R  BJock  Company 


sign  onto  the  game,  the  size  of  the  playfield  ex- 
pands, and  if  the  number  of  players  gets  unwieldy, 
the  host  computer  starts  a  new  game  for  the 
newcomers. 

No  Help  In  Sight 

Two  other  currently  available  interactive  games 
are  exceedingly  complex.  Forget  trying  to  learn 
them  as  you  go.  Before  you  even  iigure  out  how 
to  move  your  ship,  you'll  see  a  long  string  of  mes- 
sages race  across  your  screen.  You  are  under  at- 
tack. The  help  command  no  longer  works.  You 
may  notice  the  coordinates  of  the  attacking  ship 
and  attempt  to  direct  some  phaser  fire  his  way. 
But  suddenly  it's  over.  As  you  try  to  figure  out 
what  happened,  you'll  get  a  message  like,  "Sorry, 
Cadet,  you're  dead.  You  didn't  cut  it  in  Mega  Wars." 

Save  yourself  some  embarrassment  -  and 
wasted  time  -  and  order  the  instruction  book  before 
trying  to  play  this  one.  You  can  order  on-line 
(through  your  computer)  or  by  writing  CompuServe 
direct  (5000  Arlington  Centre  Boulevard,  P.O.  Box 
20212,  Columbus,  OH  43220). 

DECWARS  was  the  first  really  complex  inter- 
active game.  It's  actually  a  revision  of  a  space  game 
that  had  been  residing  for  some  years  on  a  main- 
frame at  the  University  of  Texas.  Ranshaw  got  it 
and  worked  obsessively  to  get  rid  of  all  the  bugs. 
The  task  proved  more  than  he  had  bargained  for, 
and  he  now  thinks  he  could  have  done  the  whole 
thing  from  scratch  in  less  time.  Still,  reaction  was 
favorable,  right  from  the  start.  Players  signed  on 
again  and  again  to  play.  A  special  interest  group 
(SIG)  was  even  formed  for  DECWARS  fans.  Users 
would  use  a  special  area  of  CompuServe  to  exchange 
comments  and  ideas  about  the  game. 

Some  of  these  players  began  suggesting  im- 
provements, and  Ranshaw  got  in  touch  with  them 
to  refine  the  concept  for  an  improved  game.  In  both 
games,  players  can  form  teams,  but  the  regulars 
thought  Mega  Wars  -  the  upgraded  version  -  should 
also  assign  ranks  based  on  past  performance.  This 
would  reward  ability,  yet  allow  beginners  to  fly 
more  durable  ships,  increasing  their  survival  time 
immensely. 

After  a  long  development  -  marked  by  en- 
thusiastic suggestions  from  nearly  everyone  -  the 
game  went  on-line.  Immediately,  CompuServe  was 
flooded  with  suggestions  for  improvement.  People 
would  sign  on  the  DECWARS  SIG  and  fill  the  screen 
with  criticisms.  It  became  a  significant  problem. 

After  that  experience,  Ranshaw  says  they  all 
realized  that  while  suggestions  are  great,  there 
comes  a  time  when  the  programmer  simply  must 
do  what  seems  best,  letting  others  dedde  whether 
the  game's  fun  to  play.  In  spite  of  criticism  by 
DECWARS  fans.  Mega  Wars  went  on  to  become 
highly  successful.  At  present,  it  is  CompuServe's 
second  most  profitable  offering  -  behind  a  Simula- 

36    COMPUTI!    October  1983 


tion  of  CB  radio  that  permits  people  around  the 
nation  to  sign  on  and  chat. 

Old  Favorites 

Although  CompuServe  has  the  only  interactive 
games  right  now,  traditional  favorites  played  against 
the  computer  are  popular  on  all  systems.  Other 
information  utilities,  such  as  The  Source,  Dialog, 
and  Delphi,  also  offer  single-player  games  on-line. 
There  are  adventure-type  classics  such  as  Wiimpus, 
Star  Trek,  and  Zork  as  well  as  computer  versions  of 
such  popular  games  as  Othello,  backgammon,  and 
even  chess.  Most  of  the  companies  also  offer  card 
games,  roulette,  and  dozens  of  other  brain  teasers. 

To  supplement  such  traditional  games,  The 
Source  and  Delphi  have  their  programmers  working 
hard  to  complete  several  multiplayer  games.  The 
Source  isn't  saying  what  titles  it's  creating,  but 
Delphi  is  finishing  up  two  space  games,  Conquest 
and  Parsec,  and  will  introduce  more  fantasy-oriented 
fare,  too:  Scales  of  the  Cods,  a  medieval  adventure, 
and  Tiiiielords,  a  game  which  involves  exploration 
of  "the  fourth  dimension." 

As  Delphi  tried  to  hammer  these  into  shape, 
its  own  users  beat  it  to  the  punch,  creating  several 
multiplayer  games  right  on  the  system.  One  player, 
known  as  the  "Dragon,"  served  as  dungeon  master 
for  a  couple  of  adventure  games.  The  players  took 
advantage  of  the  bulletin  board  and  electronic  mail 
ser\aces  to  create  the  games.  Now  Delphi  has  made 
special  space  available  for  the  game  devotees. 
though  these  adventures  have  generated  excite- 
ment, they  aren't  pro^rrtmmfrf  games.  Instead,  it's 
the  players  themselves  who  make  things  happen. 
Users  create  their  own  story,  using  the  dungeon 
master  to  communicate  with  others.  That's  actually 
part  of  the  idea  at  Delphi:  the  service  should  change 
to  reflect  the  needs  of  users.  Says  president  Wes 
Kussmaul,  "Delphi  is  almost  a  creation  of  the  users 
-  they  are  the  ones  who  bring  it  to  life." 

Interactive  Games 

What  is  it  that  makes  interactive  games  hard  to 
create?  According  to  Ranshaw  -  and  he's  built  every 
one  that's  commercially  available  -  they  require 
tricky  programming  with  built-in  safeguards  to 
protect  the  game  when  someone  drops  out.  Says 
Ranshaw,  "What  if  you  are  playing  a  four-card 
game,  and  one  player's  cat  knocks  his  modem  off 
the  table,  disconnecting  the  phone?  Suddenly  the 
player  is  gone.  Do  you  step  in  with  the  computer 
and  have  it  play  for  the  missing  person,  or  bomb 
the  whole  game?" 

The  ideal,  according  to  Ranshaw,  is  to 
minimize  computer  involvement.  But  in  a  case 
like  the  example  above,  the  program  would  have 
to  take  the  missing  hand.  Delphi's  Kussmaul  has 
a  different  philosophy,  noting  that  if  you  are 
playing  a  real  game  of  bridge,  and  someone  walks 


* 


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off,  the  game  is  over.  The  same  should  be  true  of 
interactive  computer  games,  he  thinks. 

A  tougher  problem  arises  with  muitiplayer 
games  such  as  Mega  Wars.  If  the  program  isn't 
properly  done,  the  game  can  crash  when  one 
player  pulls  out,  destroying  what  may  be  hours 
of  effort  for  some  of  the  players.  To  prevent  this, 
each  player  is  considered  to  be  a  separate  "case" 
by  the  host  computer.  The  game  program  controls 
each  player's  input  individually.  Thus,  if  someone 
drops  out,  his  or  her  specific  case  is  closed,  but 
the  game  data  remains  intact. 

Graphics  To  Come 

All  the  games  currently  available  through  infor- 
mation utilities  are  done  in  alphanumeric  charac- 
ters. Whatever  you  see  on  the  screen  could  be 
typed  on  paper  with  a  standard  computer  printer. 
In  the  early  days  of  telecommunications,  a  set  of 
standard  characters,  called  the  ASCII  code,  was 
developed  to  improve  the  service  beyond  that 
available  on  teletype  machines.  ASCII  permits 
upper-  and  lowercase  letters  plus  punctuation 
marks  and  a  few  control  codes.  The  graphics 
characters  on  home  computers  aren't  standard 
ASCII.  Since  information  services  must  be  able 
to  communicate  with  niany  different  computer 
brands,  they  are  limited  to  the  ASCII  character  set. 

That  could  change,  however.  Developers  at 
CompuServe  are  trying  to  create  telegames  with 
movable  graphics.  Besides  the  differences  be- 
tween computers,  the  limitations  of  the  phone 
lines  themselves  hinder  graphics  transmission. 
Although  baud  (bits  per  second)  rates  of  1200  or 
higher  are  possible,  modems  capable  of  such 
speeds  are  still  fairly  expensive.  Most  home  users 
communicate  with  information  utilities  at  a  lei- 
surely 300  baud,  far  too  slow  to  permit  movement 
of  graphics  on  your  screen.  But  the  people  at  Com- 
puServe are  working  on  a  way  to  get  around  this 
bottleneck. 

They  are  attacking  the  problem  in  two  ways; 
first,  by  creating  software  for  each  computer  type, 
and  second,  by  devising  wavs  to  transmit  graphics 
information  without  actuallv  having  to  transmit 
the  entire  picture.  Most  videogames  consist  of  a 
background  design  (the  playfield)  and  objects 
that  move  within  it.  CompuServe's  game  de- 
signers hope  to  define  the  playfields  and  graphics 
shapes  and  download  the  definitions  to  the  user. 
Then,  the  host  computer  only  needs  to  transmit 
enough  information  to  move  the  predefined 
shape.  Software  purchased  by  each  user  will  make 
the  graphics  information  compatible  with  his  or 
her  particular  computer. 

New  Directions 

Such  efforts  may  be  only  the  beginning.  With 
inexpensive  modems  and  software  now  available, 

38     COMPUTil    October  1983 


more  and  more  home  computerists  are  reaching 
information  sources.  And  such  organizations 
have  found  to  their  surprise  that  there's  a  healthy 
profit  in  home-oriented  services.  A  company  by 
the  name  of  Gameline  even  has  a  plan  to  sell  plug- 
in  cartridges  to  allow  Atari  VCS  game  machines 
(11  million  are  presently  in  use)  to  download  game 
software.  And  parents  will  have  a  special  code 
enabling  them  to  limit  their  children's  use  of  the 
device. 

In  fact,  activity  could  become  so  widespread 
that  phone  lines  might  be  filled  up  with  people 
using  personal  computers  plugged  into  various 
data  bases,  including  teletex,  on-line  bulletin 
boards,  and  even  users  chatting  directly  to  one 
another.  Bell  telephone  researchers  are  reportedly 
concerned  that  the  entire  phone  network  could 
become  overloaded  if  market  penetration  of  tele- 
computing services  reaches  as  little  as  3'/2 
percent. 

To  avoid  these  problems,  alternatives  such  as 
cable  TV  and  local  communications  networks 
may  be  used.  The  Games  Network  is  planning  to 
offer  a  cable  channel  dedicated  to  videogames. 
Sytek,  in  cooperation  with  General  Instruments 
Corporation,  plans  to  introduce  a  series  of  local, 
high-speed  communicatitins  networks  using  cable 
TV  lines.  These  would  be  cheaper  than  comparable 
ones  offered  by  American  Bell,  and  would  be 
compatible  with  personal  computers.  Such  a  sys- 
tem could  support  extensive  graphics,  because  of 
the  large  transmission  capacity  of  cable  lines. 

Whichever  specific  projects  eventually  suc- 
ceed, the  prospect  is  for  more  and  better  computer 
games  played  over  the  communication  lines.  Just 
as  home  computers  changed  in  only  a  few  years 
from  hobbies  to  mass-market  items,  telegaming  is 
now  poised  to  be  the  vanguard  of  a  massive  up- 
surge in  computing  by  phone.  © 


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NONVIOLENT 
GAMES 


Kathy  Yakal,  Editorial  Assistant 


The  violence  that  is  inherent  in  many  of  today's  video 
games  is  disturbing  to  some  people.  Others  don't  see  it  as 
a  negative  influence;  they  stress  the  positive  aspects  of 
playing  and  programming  videogames.  In  this  article, 
loe  explore  both  sides  of  this  controversial  issue,  and  look 
at  some  software  designers  who  are  providing  alternatives 
to  typical  arcade  games. 


VIDEO  GAMES  (see  Mureler) 

This  entry  can  be  found  in  The  New  York  Times  Index 
for  January  146, 1983.  The  article  alluded  to  is  a 
small  item  in  the  January  9  Times  about  a  high 
school  senior  in  Dallas  who  was  "shot  to  death  in 
the  parking  lot  of  an  arcade  after  a  quarrel  over  75 
cents  worth  of  video  display  games." 

It's  not  so  unusual  anymore  to  hear  about 
someone  being  killed  over  something  rather  trivial. 
But  what  might  make  this  act  of  violence  significant 
to  some  people  is  its  relationship  to  video  games. 

Video  games  embody  competition.  In  order  to 
win  (and  it's  a  temporary  victory),  you  have  to 
shoot  down  spaceships  or  gobble  up  something  or 
rescue  creatures  in  perU.  Meanwhile,  someone  or 
something  is  always  after  you,  trying  to  destroy  you. 

Does  this  mean  that  a  long  afternoon  at  the 
Asteroids  machine  wUl  make  you  want  to  inflict 
bodily  harm  on  the  first  person  who  gives  you  a 
funny  look?  Some  studies  have  shown  that  a  per- 
son's blood  pressure  will  rise  and  pulse  quicken 
after  playing  video  games.  But  can't  the  same  thing 
happen  when  you're  up  to  bat  in  the  big  softbaU 
game  or  trying  to  meet  an  impossible  deadline  at 
work  or  even  watching  a  frightening  movie? 

Game  As  Villain 

The  1969  rock  opera  Tommy,  by  The  Who,  is  the 
story  of  a  young  deaf,  dumb,  and  blind  boy  who  is  a 
champion  at  the  pinball  machines.  He  becomes  a 
cult  hero  as  a  result  of  that  and,  after  he  regains  his 

40    COMPUTE!    October  1983 


senses  later  in  the  story,  is  worshipped  by  devoted 
followers  who  try  to  emulate  his  pinball  wizardry. 

If  Tommy  were  written  today,  we  might  be  hum- 
ming along  to  "Pac-Man  VN'izard,"  instead  of  "Pin- 
ball Wizard."  Ever  since  the  introduction  of  Atari's 
Pong  game  in  1972  and  the  ensuing  evolution  of  the 
video  arcade  game,  these  high-tech  pinball 
machines  have  been  showing  up  in  cameo  roles  in 
movies  and  television.  And  they're  usuaUy  the  bad 
guys. 

In  this  year's  The  Star  Chamber,  lawyer  Michael 
Douglas  can't  even  get  a  "Hi,  Dad  "  from  the  kids 
because  they  won't  turn  away  from  their  home 
video  game.  A  fight  over  an  arcade  game  that 
causes  television  interference  in  a  restaurant  gets  a 
young  woman  involved  with  a  young  boy  who  does 
nasty  things  to  people  he  doesn't  like  in  Twilight 
Zone:  The  Movie.  And  IVflrGames  follows  the  activ- 
ities of  a  teenager  who  almost  instigates  World  War 
III  by  tapping  into  the  national  defense  system  with 
a  home  computer,  a  modem,  and  some  big  floppy 
disks.  Worse  than  that,  he's  flunking  biology. 

It's  not  just  the  computers  themselves  that  are 
shown  in  a  less-than-positive  light.  The  player's  in- 
volvement with  the  computer  or  arcade  game,  as 
portrayed  by  movie  makers,  usually  points  out 
some  kind  of  character  flaw  that  is  intensified  by  his 
obsession  with  these  high-tech  villains. 

Movies  may  not  be  the  best  way  to  gauge  a 
society's  attitudes,  but  the}'  often  reflect  sources  of 
conflict  which  are  easily  identifiable.  And  video 
games  certainly  seem  to  be  that  right  now.  You 
might  be  hard  pressed  to  find  a  young  person  who 
doesn't  have  an  opinion  about  Donkey  Kong,  or  who 
couldn't  at  least  hum  the  theme  song. 

Teaching  Disassociotion 

There  does  seem  to  be  a  degree  of  backlash  against 
video  games.  Joseph  Weizenbaum,  author  of  Com- 
puter Power  and  Human  Reason  and  Professor  of 


match  UJits  with  the  fllind  Gam 

ff  Ofli  Broderbund! 


4: 


OPERATION 


/ 


■x 


ili"  1 1 1  IT  iVl  1 1 1  IUHMlid  is  the  ultimate  weapon  in  this  unique  war  game. 
Strategy,  not  force,  is  the  key  to  victory  as  you  move  your  battalion  through  a 
series  of  testing  skirmishes  and  battle  actions.  Your  ability  to  command,  to  give 
orders,  to  move  your  troops  skillfully  determines  the  success  of  your  assault 
and  combat  operations.  Operation  Whirlwind  requires  the  concentration  of 
chess— a  typical  game  may  take  between  one  and  three  hours— and  the 

ability  to  master  the 
many  tactics  of  wag- 
ing a  full  scale  war. 
How  well  you  can 
focus  your  strategic 
energies  will  decide 
whether  your  vic- 
tory is  Question- 
able, Marginal, 
Tactical,  Strategic  or 
a  Breakthrough.  A 
great  game  for  the 
thinking  game  player. 
Available  on  disk. 


■  ii  fjii it!  1 1  •I'iJ  R        Pit  your  concentration  against 
another  player  or  the  computer.  Here's  a  puzzle  game  that 
will  keep  the  whole  family  bemused,  befuddled  and  play- 
ing happily  for  hours.  A  grid  of  36  numbered  boxes  con- 
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Computer  Science  at  the  Massachusetts  Institute  of 
Technology,  has  an  explanation  for  why  the  back- 
lash exists.  "The  video  arcade  is  the  modern  version 
of  the  pool  hall.  Some  people  are  opposed  to  them 
for  the  same  reasons  they  opposed  pool  halls.  This 
reasoning  is  not  relevant,  and  it  masks  other  things 
that  are  much  more  important. 

"It's  just  as  Marshall  McLuhan  predicted:  the 
next  medium  takes  aspects  of  the  previous  medi- 
um. In  this  case,  video  games  have  taken  the  worst 
of  television:  its  mindless  violence,  which  is  ex- 
pressed in  all  the  shoot-em-ups."  Weizenbaum  cites 
the  television  show  "Knight  Rider"  as  an  example. 
"It's  not  that  that  one  is  exceptionally  violent.  It  just 
exaggerates  the  cartoon-type  violence." 

Then  why  don't  parents  get  as  upset  over  car- 
toons as  they  do  video  games?  Weizenbaum  doesn't 
know.  'It's  the  same  thing  you  see  during  the  week 
on  regular  TV  shows.  Only  the  television  acts  as 
babysitter  on  Saturday  mornings/'  he  says. 

Some  people  claim  that,  even  though  video 
games  may  be  as  violent  as  television,  they  are 
more  interactive.  "The  advertising  claim  for  video 
games  is  that  you  can  actually  participate.  But  what 
is  it  that  you're  actually  participating  in?  Killing.  You 
can't  win  —  all  you  can  do  is  survive  longer  than 
anyone  else." 

Weizenbaum's  chief  criticism  is  that  what's  be- 
ing practiced  in  video  games  is  disassociation. 
"Video  games  encourage  you  to  believe  that  there  is 
no  relationship  between  what  you  are  doing  and 
the  ultimate  victim  of  that  action.  The  crucial  thing 
is  that  these  are  lessons  in  what  it  is  necessary  to  do 
in  order  to  survive  in  this  society.  In  some  sense, 
that's  really  the  social  purpose. 

"It's  like  women  working  in  a  bomb  factory.  If 
they  couldn't  disassociate  themselves  from  what 
they  were  doing,  if  they  were  really  aware  of  what 
they  were  actually  doing,  they  couldn't  do  it,"  says 
Weizenbaum.  "The  same  thing  applies  to  students 
and  teachers  who  believe  that  artificial  intelligence 
is  possible.  It's  very  necessary  in  this  society  to 
render  a  great  many  things  abstract,  to  take  them 
out  of  context" 

Because  of  this,  he  believes,  the  video  arcade  is 
a  "necessary  and  useful  training  ground.  The  video 
game  is  not  the  cause  of  this  societal  trait;  it  is  a 
reflection  of  what  our  society  is.  It  would  be  a 
mistake  to  yell  and  storm  at  the  reflection." 

Lack  Of  Creativity 

Christopher  Cerf  has  been  entertaining  children  for 
a  long  time.  He  founded  the  nonbroadcast  division 
of  Sesame  Street  in  1970,  and  has  written  music  and 
lyrics  for  the  television  show.  Since  the  introduction 
of  microcomputers,  he  has  been  developing  ways  of 
educating  and  entertaining  kids  with  them;  Cerf 
and  Jim  Henson  of  Muppet  fame  created  the  video 
game  version  of  The  Dark  Crystalior  Sierra  On-Line. 

M     COMPUTl!    Oc1ober1<?e3 


Joseph  Weizenbaum,  author  of  Computei  Power  and 
Human  Reason. 

Cerf  also  developed  the  original  concept  of  Sesame 
Place,  parks  near  Dallas  and  Philadelphia  which 
house  computer  centers  where  children  can  learn 
to  use  micros. 

And  he  doesn't  believe  that  kids  are  being 
deeply  affected  by  the  violence  in  video  games. 
"I'm  certainly  not  pro-violence,"  Cerf  says.  "I  don't 
want  to  put  it  in  games  that  I  work  on.  But  I  think 
people  greatly  overestimate  the  horrible  dangers  of 
video  games.  Unless  a  chOd  is  greatly  disturbed  in 
some  other  way,  I  don't  think  he's  going  to  go  out 
and  kill  someone  after  playing  a  game  of  Space 
Invaders. 

"I'm  not  den3dng  that  we  don't  aU  have  some 
sort  of  aggressive  instinct.  Look  at  the  way  dogs  will 
have  mock  fights  —  not  really  hurt  each  other,  but 
just  play.  If  the  violence  in  a  game  is  sUIy,  it's  just  as 
good  to  play. 

"Any  medium  that  comes  along  has  a  reaction 
Hke  this.  Look  at  how  horrified  parents  used  to  be 
that  their  children  were  wasting  their  quarters  in 
movie  theaters.  And  in  the  fifties,  it  was  comic 
books.  Doing  anything  in  excess  is  a  problem.  You 
need  to  try  to  see  it  in  perspective." 

Cerf  believes  that  resorting  to  extreme  violence 
in  a  video  game  indicates  a  lack  of  creativity  on  the 
programmer's  part.  "I  was  appalled  by  the  violence 
in  Death  Race  2000.  In  the  last  year  or  two,  program- 


Iiilo  the  violent  world  of  video  gcmies, 

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mers  have  been  designing  games  that  are  less 
violent  and  more  creative.  Pac-Man  and  Frogger  are 
good  examples.  So  are  the  new  interactive  fiction 
games." 


''Software  companies  need 

to  be  innovative  about  the 

uses  of  computers  for 

women.  And  that  means 
producing  something  that 

appeals  to  what  women 

traditionaliy  have  valued 

and  needed.  Not  violence." 

Mary  Row^  assistant  to  the 
president,  M.I.T. 


A  Generation  Of  Loners? 

Violence  aside,  some  people  argue  that  video 
games  promote  antisocial  behavior.  Maybe  Galaxia 
won't  make  you  want  to  shoot  everything  in  sight, 
but  how  is  a  child  or  young  adult  going  to  learn 
how  to  interact  with  other  people  if  he  or  she 
spends  a  great  deal  of  time  in  an  arcade  or  the 
house  playing  games  on  the  home  computer? 

Christopher  Cerf  believes  that  computers 
foster,  rather  than  hinder,  communication.  "Com- 
puters as  a  medium  are  one  of  the  most  exciting,"  he 
says.  "They  use  elements  of  many  other  media. 

"In  schools,  kids  get  excited  about  computing. 
They  stay  after  school  and  compare  notes  and  try  to 
work  out  programming  problems.  And  services  like 
CompuServe  and  The  Source  also  tend  to  bring 
people  together.  Kids  who  spend  a  lot  of  time  alone 
with  their  computers  or  in  arcades  would  probably 
be  doing  something  else  alone  anyway. 

"What's  really  interesting  about  this  whole 
computer  business  is  that,  for  the  first  time,  the 
kids  generally  know  more  than  the  adults.  My 
father  was  in  publishing  and  he  read  everything  — 
except  science  fiction.  I  loved  science  fiction  and 
could  recommend  books  to  him.  In  that  way,  I  think 
computers  tend  to  bring  families  together." 

Nothing  For  Women 

There  is  little  question  that  men  are  generally  more 
interested  in  video  games  than  women  are  at  this 
point.  Pac-Man  was  a  breakthrough  game  in  that 
sense;  lots  of  women  liked  it,  perhaps  because  of  its 
apparent  lack  of  violence. 

StiU,  women  are  not  leaping  into  the  computer 

46    COMPILE!     October  1983 


age  with  the  same  fervor  as  men  seem  to  be.  Mary 
Rowe,  Assistant  to  the  President  at  M.I.T,  thinks 
that  this  is  due  to  a  lack  of  sensitivity  on  the  part  of 
many  software  producers.  And  to  the  fact  that  there 
is  a  lot  of  violence  and  sexism  in  video  games. 

'As  a  feminist,  I'm  concerned  about  the  male 
slant  of  these  things,"  Rowe  says.  "Why  have  com- 
puter companies  made  so  few  attempts  to  produce 
games  that  are  not  violent  and  sexist? 

"Software  companies  need  to  be  innovative 
about  the  uses  of  computers  for  women.  And  that 
means  producing  something  that  appeals  to  what 
women  traditionally  ha\'e  valued  and  needed.  Not 
violence." 

Rowe  does  believe  that  some  software  com- 
panies are  taking  risks  and  developing  programs 
that  meet  these  needs.  "1  became  computer-literate 
on  Infocom's  games.  We  need  more  games  like  that 
that  require  the  player  to  actually  think,  not  just  hit 
the  fire  button  at  the  right  time." 

Subtle  Software 

Nonviolent  games  fare  very  well  on  lists  of  best- 
selling  software  these  days.  Br0derbund's  success- 
ful Choplifter  is  a  good  example.  It's  not  an  abso- 
lutely nonviolent  game  —  there  are  terrorists  and 
enemy  tanks  and  guns  going  off.  But  the  player 
does  not  get  points  for  destroying  things,  only  for 
rescuing  people  from  the  terrorists. 

However,  software  companies  which  are  pro- 
ducing nonviolent  games  are  not  necessarily  trying 


^-i 


Christopher  Cerf  is  currently  zuorking  on  a  nonviolent  video 
game,  Pigs  In  Space. 


▲ 


''. 


.M^- 


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to  counteract  any  backlash  against  video  games.  Pat 
Marriot,  of  Electronic  Arts,  believes  that  people's 
opposition  to  video  games  is  "an  emotional  thing. 
Parents  wondering  if  their  kids  should  be  hanging 
out  in  arcades.  Donkey  Kong  and  Pac-Man  are  not 
really  violent.  It's  just  the  environment  of  a  video 
arcade  that  is  disturbing. 

"We  look  for  quality  and  uniqueness  in  our  pro- 
grams/' says  Marriot.  "We're  not  reacting  against 
anything,  we're  going  for  quality.  We  look  for 
authors  whose  values  r.re  consistent  with  those  of 
the  company.  Each  of  our  designers  has  a  story  to 
tell,  and  that  story  becomes  the  product. 

"We  don't  really  consciously  try  to  make  our 
games  nonviolent,  but  because  of  our  authors'  basic 
philosophies,  they  usually  do  not  involve  violence" 
says  Marriot.  She  points  to  Hardhat  Mack  as  an  ex- 
ample: "The  character  is  very  appealing.  There's 
lots  of  humor  in  it.  It  seems  to  appeal  to  younger 
girls  and  to  people  who  don't  necessarily  like  games.' 

The  Adventure  AHemaiive 

A  video  game  doesn't  have  to  have  blasting  guns 
and  anguished  screams  to  be  violent.  Even  the 
pacifist  Pac-Man  has  his  own  sublimated  violence. 
He's  a  cute,  nonthreatening  little  guy,  but  there  are 
four  potential  killers  on  his  trail.  To  avoid  being  de- 
stroyed, he  must  turn  around  and  try  to  destroy 
them  first. 

It  may  be  impossible  to  create  a  video  game  that 
does  not  incorporate  some  amount  of  violence, 
however  unobtrusive  it  may  be.  Games  involve 
competition.  Even  if  you're  just  playing  against 
yourself,  you're  always  trying  to  overcome  some- 
one or  something. 

But  in  some  games,  you  can  actually  benefit  by 
resisting  the  urge  to  commit  a  violent  act.  In  the  text 
adventure  Witness,  by  Infocom,  you  play  a  detective 
trying  to  solve  a  murder  case.  While  you're  trying  to 
find  the  murderer,  you  have  ample  opportunity  to 
rough  up  some  of  the  suspects  if  you  like.  The  game 
was  designed  to  anticipate  a  variety  of  responses, 
even  violent  ones. 

A  violent  response,  though,  is  counter- 
productive, says  Marc  Blank,  Vice-President  of  Prod- 
uct Development  at  Infocom.  If  a  player  reacts  that 
way,  the  result  is  not  good,  and  may  lead  to  some- 
one else  getting  killed. 

Yet  the  designers  at  Infocom  did  not  set  out  to 
produce  games  with  pacifistic  messages.  "I  don't 
think  violence  plays  any  part  in  our  choices,"  says 
Blank.  "We're  not  making  a  conscious  effort  to  be 
nonviolent.  We're  just  trying  to  produce  programs 
of  more  literary  quality." 

This  may  be  a  contributing  factor  to  Infocom's 
popularity  with  women,  a  market  that  software 
producers  are  sometimes  finding  difficult  to  please. 
'There  is  very  little  software  for  young  women," 
says  Blank.  "Women  generally  read  more  than 

48    COMPUTE!     October  W83 


men,  so  our  adventures  cire  more  appealing  to  them  " 

Better  Technology? 

Maybe  the  arcade  is  the  monster,  not  the  video 
game.  According  to  an  article  in  Neiosioeek  (August 
8, 1983),  video  games  peaked  with  an  average 
weekly  earning  of  $140  per  machine  in  1981,  but  last 
year  it  was  down  to  $109.  Is  this  because  people  are 
playing  games  at  home  on  their  personal  com- 
puters and  don't  need  arcades  anymore?  Or  is  it  a 
result  of  the  backlash  against  video  games? 

It  may  be  neither.  Dragon's  Lair,  an  arcade  game 
recently  released  by  Bluth  Animation,  has  people 
lined  up  around  the  block  in  some  cities,  waiting 
for  their  turn  to  play.  Neivsweek  says  single 
machines  featuring  this  game  are  taking  in  up  to 
$1400  per  week.  Even  at  50  cents  a  crack,  that's 
about  a  500%  increase  over  the  current  average 
earnings  of  arcade  games. 

Dragon's  Lair  is  anything  but  nonviolent.  Its 
hero.  Dirk  the  Daring,  must  battle  countless  foes  in 
38  different  scenes  in  order  to  rescue  the  game's 
heroine,  Daphne. 

But  what's  attracting  people  to  it  is  a  new  tech- 
nology that  combines  the  use  of  laser  disks  and 
computers.  Unlike  other  arcade  games,  this  one 
projects  a  movie-quality  image.  It's  like  stepping  in- 
to a  cartoon  and  controlling  the  characters  yourself. 


Dragon's  Lair,  a  popularnew  arcade  game,  combines  laser 
disk  technology  and  computers  to  create  a  movie-like  image.  © 


dilithium  Press  is  cooking  again.  With 
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Integrate 

Simeqn 

Arithmetic 

Jot 

Sortlist 

Biorhythm 

Kaleido 

Sparkle 

Birthday 

Loan 

Squares 

Checlcbook 

Metric 

Stats 

Cun/e 

Mileage 

Stopwatch 

Decide 

Numbers 

Tachist 

Decode 

Obstacle 

Tune 

Diffeqn 

Pi 

Vocab 

Flasticard 

Powens 

Walloons 

Graph 

Pythag 

Wari 

Groan 

Quest/Exarr} 

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PO.  Box  E 

Beaverton,  Oregon  97075 
800-547-1842  or 
646-2713  inside  Oregon 


fl«»t*TliannB«*« 


'^ilTilliliDIii 


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ismorgasbord 


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The 


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Horn 


r/'"=-^2  5.su 


How  To  Type  COMPUTEi's  Programs 


Many  of  the  programs  which  are  listed  in  COMPUTE!  contain 

special  control  characters  (cursor  control,  color  keys,  inverse 
video,  etc.).  To  make  it  easy  tu  tell  exactly  what  to' type  when 
entering  one  at'  these  programs  into  your  computer,  we  have 
established  the  following  listing  conventions.  There  is  a 
separate  key  for  each  computer.  Refer  to  the  appropriate 
tables  when  you  come  across  an  unusual  symbol  in  a  program 
listing.  If  you  are  unsure  how  to  actually  enter  a  control 
character,  consult  your  computer's  manuals. 

Atari  400/800 

Characters  in  inverse  video  will  appear  like:  rrrrrmmT-imr 
Enter  these  characters  with  the  Atari  logo  key.  [A.] . 

Hhm   you   sbb  Typo  Sbb 


tCLE«Wt> 

ESC 
ESC 
ESC 

SHIFT  < 

n 

CI mmr    Scr»en 

tUPJ 

CTRL  - 

t 

Curmor  Up 

{DOMNJ 

CTRL  » 

* 

Cursor-  DoMn 

tLEFT> 

ESC 

CTRL  + 
CTRL  » 

*- 
•* 

Cursor  L*ft 

tRIQHT> 

ESC 

Cursor  Right 

tBACK  3> 

ESC 

DELETE 

4 

Backspaca 

CDELETE> 

ESC 

CTRL  DELETE 

a 

DtflatB  charactvr 

CINSERTJ 

ESC 

CTRL  INSERT 

u 

Insert  character 

CDEL  LINEJ 

ESC 

SHIFT  DELETE 

□ 

Delete  line 

CINS  LIME} 

ESC 
ESC 

SHIFT  INSERT 
TAB 

□ 

Insert  line 

CTABJ 

» 

TAB  key 

tCLR  TAB} 

ESC 

CTRL  TAB 

a 

Clear  tab 

CBET  TflB> 

ESC 

SHIFT  TAB 

a 

Set  tab  stop 

C^LLJ 

ESC 

CTRL  2 

Q 

Ring  buiier 

CESO 

ESC 

ESC 

«. 

Escape  key 

Graphics  characters,  such  as  CTRL-T,  the  ball  chaiacter  •  will 
appear  as  the  "normal"  letter  enclosed  in  braces,  e.g.  (T). 

A  series  of  identical  control  characters,  such  as  10  spaces, 
three  cursor-lefts,  or  20  CTRL-R's,  will  appear  as  CIO 
SPACES!,  1 3  LEFT),  (20  R  I,  etc.  If  the  character  in  braces  is 
in  inverse  video,  that  character  or  characters  should  be  en- 
tered with  the  Atari  logo  key.  For  example,  t  tij  means  to 
enter  a  reverse-field  heart  with  CTRL-comma,  <  5ai )  means  to 
enter  five  inverse-video  CTRL-U's. 

Commodore  PET/CBM/VIC/64 

Generally,  any  FET/CBMA'IC/64  program  listings  will  contain 
words  within  braces  which  spell  out  any  special  characters: 
I  DOWN )  would  mean  to  press  the  cursor  down  key.  ( 5 
SPACES  )  would  mean  to  press  the  space  bar  five  times. 

To  indicate  that  a  key  should  be  shifted  {hold  down  the 
SHIFT  key  while  pressing  the  other  key),  the  key  would  be 
underlined  in  our  listings.  For  example,  S  would  mean  to 
type  the  S  key  while  holding  the  shift  key.  If  you  find  an 
underlined  key  enclosed  in  braces  (e.g.,  {10  N}),  you  should 
type  the  key  as  many  times  as  indicated  (in  our  example, 
you  would  enter  ten  shifted  N's).  Some  graphics  characters 
are  inaccessible  from  the  keyboard  on  CBM  Business  models 
(32N,  8032). 

For  the  VIC  and  64,  if  a  key  is  enclosed  in  special  brackets, 
f;  ■>],  you  should  hold  down  the  Commodon'  kty  while  pressing 
the  key  inside  the  special  brackets.  (The  Commodore  key  is 
the  key  in  the  lower  left  corner  of  the  keyboard.)  Again,  if 
the  key  is  preceded  by  a  number,  you  should  press  the  key 
as  many  times  as  indicated. 

Rarely,  you'll  see  in  a  Commodore  64  program  a  solitary 
letter  of  the  alphabet  enclosed  in  braces.  These  characters 
can  be  entered  by  holding  down  the  CTRL  key  while  typing 
the  letter  in  the  braces.  For  example,  {A  1  would  indicate  that 
you  should  press  CTRL-A. 

About  the  quote  mode:  you  know  that  you  can  move  the 
cursor  around  the  screen  with  the  CRSR  keys.  Sometimes  a 
programmer  will  want  to  move  the  cursor  under  program 
control.  That's  why  you  see  all  the  I  LEFT) 's,  tHOM!E)'s, 
and  IBLUl's  in  our  programs.  The  only  way  the  computer 

50     COMPUTE!    Octotjer  1983 


can  telJ  the  difference  between  direct  and  programmed  cursor 

control  is  the  quote  mode. 

Once  you  press  the  quote  (the  double  quote,  SHIFT-2), 
you  are  in  the  quote  mode.  If  you  type  something  and  then 
try  to  change  it  by  moving  the  cursor  left,  you'll  only  get  a 
bunch  of  reverse-video  lines.  These  are  the  symbols  for 
cursor  left.  The  only  editing  key  that  isn't  programmable  is 
the  DEL  key;  you  can  still  use  DEL  to  back  up  and  edit  the 
line.  Once  you  type  another  quote,  you  are  out  of  quote  mode. 

You  also  go  into  quote  mode  when  you  INSerT  spaces 
into  a  line.  In  any  case,  the  easiest  way  to  get  out  of  quote 
mode  is  to  just  press  RETURN.  You'll'then  be  out  of  quote 
mode  and  you  can  cursor  up  to  the  mistyped  line  and  fix  it. 

Use  the  following  tables  v/hen  entering  special  characters: 


When  You 
Read;       Press: 


See- 


[BLK] 
{WHT} 

{red} 

{cyn} 

tPUR} 

[grn] 

iBLU} 

{yel}   EniQ 

i3i         Q  B 
E4i  QQ 


Q   k. 


E3 


S 


When  You 
Read: 

E8i 

[Fl] 

{F2} 

[F3] 

{F4] 

Ef5} 

{F6] 

lF7} 

{P8} 


Press:     See: 

HD    □ 


All  Commodore  Machines 

ClearScreen    {CLR) 
Home  Cursor  {  HOHEl 
CursorUp        { UP) 
Cursor  Down  {DOWN) 
Cursor  Right  {RIGHT) 


Cursor  Left  {LEFT) 

Insert Characrer    {  INST} 
Delete  Character  {DEL) 
Reverse  Field  On  {  RVS ! 
Reverse  Field  Off  {oFF) 


Apple  II  /Apple  II  Plus 

All  programs  are  in  Applesoft  BASIC,  unless  otherwise 
stated.  Control  characters  are  printed  as  the  "normal"  char- 
acter enclosed  in  brackets,  such  as  1  D )  for  CTRL-D.  Hold 
down  CTRL  while  pressing  the  control  key.  You  will  not  see 
the  special  character  on  the  screen. 

Texas  Instruments  99/4 

The  only  special  characters  used  are  in  PRINT  statements  to 
indicate  where  two  or  more  spaces  should  be  left  between 
words.  For  example,  ENERGY  {10  SPACES)  MANAGE- 
MENT means  that  ten  spaces  should  be  left  between  the 
words  ENERGY  and  MANAGEMENT.  Do  not  type  in  the 
braces  or  the  words  10  SPACES.  Enter  all  programs  with  the 
ALPHA  LOCK  on  (in  the  down  position).  Release  the  ALPHA 
LOCK  to  enter  lowercase  text. 


Newest  VIC  20  and 
Commodore  64  Arcade  Games 


Will  definitely  be  on  top  10  chart! 

Luna  Software  presents  three  new  gannes  for  the  Commodore  '64  and  VIC  20  computers: 
CARGO  RUN,  PEDESTRIAN,  and  HYPER-HEN.  High  resolution,  full  color  graphics  combined  with 
state-of-the-art  concepts  and  programming  make  Luna's  complete  library  of  arcade-style  software 

the  games  of  choice  for  the  '80s. 


HYPER-HEN 


PEDESTRIAN 


An  arcade-style,  maze  configured 
game,  HYPER-HEN  challenges 
even  the  most  proficient  joystick 
jockeys.  Five  levels  of  fast-paced 
play  assure  that  your  adrenalin 
level  stays  at  its  peak  while  starving 
coyotes,  dive-bombing  chicken- 
hawks.  and  deadly  ZOMPIES  attack 
from  every  side. 


Cassette  VIC  20. 
Cassette  CM64 
Diskette  CM64 


LUNA 
$19.95 
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PROTECTO 
$14.95 
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SI  9.95 


With  your  Commodore  '64  com- 
puter plotting  the  precise  coor- 
dinates for  this  dangerous  mission, 
prepare  for  the  most  engaging 
video  battle  of  your  life.  Three 
separate  and  highly  detailed 
scenarios  mean  48K  of  memory  is 
required  to  present  CARGO  RUN, 
the  most  sophisticated  game  now 
available  for  the  Commodore  "64. 


Diskette  CM64 


LUNA     PROTECTO 
$31 .95        $26.95 


Keep  your  eyes  wide  open  and 
your  wits  about  you.  As  the 
PEDESTRIAN  you'll  have  lo  cross 
the  rush-hour  freeway  and  race 
through  the  park  full  of  muggers 
and  monsters.  If  you're  lucky  you'll 
be  able  to  keep  your  balance  white 
jumping  from  log  lo  log  across  the 
river  to  your  home. 

LUNA    PROTECTO 

Cassette  VIC  20  $19.95  $14.95 
Cassette  CM  64  $21 .95  $1 6.95 
■Diskette  CM  64  $24.95      $19.95 


Other  LUNA  products 


LUNA 

Suggested  PROTECTO's 


Galactic  Crossfire 
Alien  Soccer 
Warp  Runner 
Cosmic  Snake 
Starduster 


Vic  20  Cassette 
Vic  20  Cassette 
Vic  20  Cassette 
Vic  20  Cassette 
Vic  20  Cassette 


Price 
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$19.95 
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Price 
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$16.95 
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^(^^ERPRIZES    f^E'-O^EO"" CUSTOMERS} 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/302-5244  to  order 


COUPON  FILE 


Ken  D.  McCann  and  Dale  McBane, 
Technical  Assistant 

Not  only  will  this  program  create  easily  accessible  files 
for  disk  or  tape  storage,  but  also  it  will  run  on  any 
Commodore  machine.  Atari,  TI,  Apple,  and  Color  Com- 
puter. And  with  minor  adjustments,  you  can  file  nearly 
anything. 


This  program  allows  you  to  file  and  search  for 
coupons.  Coupons  may  be  located  by  brand  name, 
product,  or  expiration  date,  and  you  may  scan 
the  contents  of  all  the  files.  "Coupon  File"  could 
also  help  you  file  a  great  variety  of  things. 

The  use  of  DATA  statements  as  file  structures 
is  one  of  the  things  that  makes  this  program  so 
versatile.  Because  the  DATA  statements  are  saved 
with  the  program,  file  retrieval  is  not  a  problem, 
even  if  you  don't  have  disk  capability. 

The  DATA  statements  were  placed  before 
the  main  program  loop  to  simplify  file  insertions 
and  deletions.  Because  the  file  number  and  line 
number  for  the  DATA  statements  are  the  same, 
those  of  you  unfamiliar  with  programming  will 
find  it  easy  to  create  files. 

Using  The  Program  On  Your  Computer 

There  is  room  for  499  files,  assuming  you  have 
enough  memory  to  store  499  files.  Because  of  the 
search  routine,  each  file  must  have  the  same  for- 
mat. This  is  especially  true  with  the  date  search. 
6/30/83,  6-30-83,  and  30JUN83  are  all  different 
representations  of  the  same  date,  but  for  the  com- 
puter to  locate  that  date,  you  must  choose  one 
format  and  be  consistent. 

Coupon  File  was  written  to  run  on  any 
machine  which  supports  BASIC,  with  one  excep- 
tion. Lines  501,  1000,  1550,  2000,  4000,  6000,  and 
7100  consist  of  the  statement  PRINT  "(CLRl". 
This  is  COMPUTEl's  listing  convention  for  clear 
screen  on  the  Commodore  64  and  VlC-20.  You 
should  substitute  the  statement  to  clear  the  screen 

52    COMPUIll    October  1983 


on  your  particular  machine  (ESC  SHIFT  <  for  Atari, 
CALL  CLEAR  for  TI,  etc.). 

To  make  more  room  for  files,  you  can  leave 
out  the  instructions.  To  do  this,  delete  lines  550- 
555,  630,  and  6000-7000,  and  change  line  590  to: 


590  IF  (K$<>"L"r(K$<> "B")*(KS<>"P")*(K$< > ' 
(K$<>"C")  THEN  GOTO  570 


D")* 


This  versatile  program  is  very  easy  to  use, 
and  it's  easy  to  adapt  for  other  purposes.  With  a 
few  changes,  you  can  create  a  program  to  file 
nearly  anything. 

Special  Note  To  Timex/Sinclair  Users: 

Because  your  machine's  version  of  BASIC  does 
not  contain  READ  or  DATA  statements,  this  pro- 
gram will  not  run  on  your  machine.  You  may  be 
able  to  adapt  it  to  your  machine  using  strings  for 
file  storage. 
Program  Explanation 
Lines 


1-499 

500-650 

1000-1700 

2000-3600 

4000-5700 

6000-7000 

7100-8610 

9000-9600 

10000-10300 


DATA 
main  menu 
list  all  routine 
brand  search  routine 
date  search  routine 
instructions 
product  search  routine 
display  routine 
file  input  routine 


Coupon  File 


DATA  1 
DATA  2 
DATA  3 
1JAN84 
DATA  4 
DATA  5 
DATA  6 
DATA  7 

8  DATA  8 

9  DATA  9 
84 

10  DATA 

11  DATA 
84 

12  DATA 


, OXYDOL , DETE  RGENT , FREE , NONE 

, PLANTERS, MIXED  NUTS, 25C, 31MAR84 

,FREE  N'  SOFT, FABRIC  SOFTNER, 20C, 

,JELL0, PUDDING, 15C,15MAY84 

, JENOS, PIZZA, 1?  R,4JULB4 

, CHINET, PLATES, 20C, 21DEC83 

,  PEPPIS  ,  PIZZ.A,  60C,  15MAY84 

, CHINET , CUPS , 20C , 20 JUL8  3 

, NABI SCO , SHREDDED  WHEAT , 20C , 30JUN 

10, HEFTY, TRASH  BAGS, 25C, 310CT83 
1 1 , WHEATSWORTH , CRACKERS , 1 2C , 30 JUN 

1 2 , KRAFT , JELLY , 10C , NONE 


THIS  PRINTER 
COST  JUST 

$119.95* 


fllphacom" 


13  DATA  13, PHILADELPHIA, CREAM  CHEESE, 10C, 
NONE 

14  DATA  14,PREG0,SPAGETTI  SAUCE, 20C, 30JUN 
84 

500  DATA  END 

501  PRINT  "{CLR]":REM  CLEAR  SCREEN 

502  PRINT  "COUPON  FILE" 

503  PRINT 

504  LET  T=0 

520  PRINT  "<L>[2  SPACES}lIST  ALL  ENTRIES" 

525  PRINT 

530  PRINT  "<B>(2  SPACES]bRAND  NAME  " 

533  PRINT 

535  PRINT  "<P>l2  SPACES} PRODUCT" 

537  PRINT 

540  PRINT  "<D>[2  SPACES} EXPIRATION  DATE" 

545  PRINT 

550  PRINT  "<H>[2  SPACES} INSTRUCTIONS" 

555  PRINT 

560  PRINT  "<C>{2  SPACES} COMMAND  MODE" 

565  PRINT 

570  PRINT  "CHOICE  "r 

580  INPUT  K$ 

590  IF  {K5<>"L")*(K$<>"B")*(K$<>"P")*Ck$< 

>"D")*{K$<>"H")*(K$<>"C")THEN  GOTO  57 

0 
600  IF  K$="L"  THEN  GOSUB  1000 
610  IF  K$="B"  THEN  GOSUB  2000 
615  IF  K5="P"  THEN  GOSUB  7100 
620  IF  K$="D"  THEN  GOSUB  4000 
630  IF  K?="H"  THEN  GOSUB  6000 
640  IF  K?="C"  THEN  END 
650  GOTO  501 

1000  PRINT  "[CLR}":REM  CLEAR  SCREEN 

1010  PRINT  "COUPON  LIST" 

1015  PRINT 

1100  GOSUB  10000 

1200  IF  A$="END"  THEN  RETURN 

1550  PRINT  "{CLRJ":REM  CLEAR  SCREEN 

1600  GOSUB  9000 

1700  GOTO  1000 

2000  PRINT  "{CLR}":REM  CLEAR  SCREEN 

2200  PRINT  "ENTER  BRAND" 

2300  INPUT  J$ 

2400  PRINT 

2410  PRINT  "BRAND:  ";J? 

2420  PRINT 

2430  PRINT 

2500  GOSUB  10000 

2600  IF  A$="END"  THEN  GOTO  3300 

3000  IF  B$<>J$  THEN  GOTO  2500 

3100  GOSUB  9000 

3150  LET  T=l 

3200  GOTO  2500 

3300  IF  T=l  THEN  GOTO  3600 

3350  PRINT  J$;"  NOT  ON  FILE" 

3360  PRINT 

3400  PRINT  "HIT  RETURN  TO  CONTINUE" 

3450  PRINT 

3500  INPUT  K$ 

3600  RETURN 

4000  PRINT  "{CLR}":REM  CLEAR  SCREEN 

4200  PRINT  "ENTER  EXPIRATION  DATE" 

4300  INPUT  J$ 

4400  PRINT 

4410  PRINT  "DATE:  ";J$ 

4420  PRINT 

4430  PRINT 

4500  GOSUB  10000 

4600  IF  A$="END"  THEN  GOTO  5300 

54    COMPUTE!    October  1983 


5000 

IF  E$<>J$  THEN  GOTO  4500 

5100 

GOSUB  9000 

5150 

LET  T=l 

5200 

GOTO  4500 

5300 

IF  T=l  THEN  GOTO  5600 

5350 

PRINT  "NONE  EXPIRE  ";J$ 

5360 

PRINT 

5400 

PRINT  "HIT  RETURN  TO  CONTINUE" 

5410 

PRINT 

5500 

INPUT  K$ 

5600 

RESTORE 

5700 

RETURN 

6000 

PRINT  " { CLR} " : REM  CLEAR  SCREEN 

6200 

PRINT  "TO  ENTER  A  FILE,  PLACE" 

6350 

PRINT  "THE  COMPUTER  IN  COM-" 

6400 

PRINT  "MAND  MODE  (THE  MODE" 

6450 

PRINT  "BEFORE  YOU  TYPE  RUN)." 

6500 

PRINT  "TYPE  IN  THE  LINE  NUM-" 

6550 

PRINT  "BER, '  DATA  ' , THE  FILE" 

6600 

PRINT  "NUMBER,  THE  BRAND  NAME" 

6650 

PRINT  "THE  PRODUCT,  THE  VALUE" 

6700 

PRINT  "AND  EXPIRATION  DATE." 

6710 

PRINT 

6720 

PRINT 

6800 

PRINT  "HIT  RETURN  TO  CONTINUE" 

6900 

INPUT  K$ 

7000 

RETURN 

7100 

PRINT  "{CLR}":REM  CLEAR  SCREEN 

7200 

PRINT  "ENTER  PRODUCT" 

7300 

INPUT  J5 

7400 

PRINT 

7410 

PRINT  "PRODUCT:  ";J$ 

7420 

PRINT 

7430 

PRINT 

7500 

GOSUB  10000 

7600 

IF  A?="END"  THEN  GOTO  8300 

8000 

IF  C$<>J$  THEN  GOTO  7500 

8100 

GOSUB  9000 

8150 

LET  T=l 

8200 

GOTO  7  500 

8300 

IF  T=l  THEN  GOTO  8600 

8350 

PRINT  J$;"  NOT  ON  FILE" 

8360 

PRINT 

8400 

PRINT  "HIT  RETURN  TO  CONTINUE" 

8410 

PRINT 

8500 

INPUT  K$ 

8600 

RESTORE 

8610 

RETURN 

9000 

PRINT  "FILE  NUMBER>";A$ 

9010 

PRINT 

9100 

PRINT  "BRAND {6  SPACES} >";B$ 

9110 

PRINT 

9150 

PRINT  "PRODUCT {4  SPACES] >"; C? 

9160 

PRINT 

9200 

PRINT  "VALUE {6  SPACES} >";D? 

9210 

PRINT 

9300 

PRINT  "EXP.  DATE {2  SPACES) >";E$ 

9310 

PRINT 

9400 

PRINT 

9410 

PRINT  "HIT  X  TO  ABORT  TO  MENU" 

9420 

PRINT  "HIT  RETURN  TO  CONTINUE" 

9500 

INPUT  K$ 

9540 

IF  K$="X"  THEN  RESTORE 

9550 

IF  K$="X"  THEN  GOTO  501 

9600 

RETURN 

10000 

READ  A$ 

10100 

i  IF  A$="END"  THEN  RESTORE 

10110 

i  IF  A$="END"  THEN  RETURN 

10200 

i  READ  B$,C$,D$,E$ 

10300 

i  RETURN 

e 


mi 


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^^^^"^■'V 


^t^' 


r*:,' 


©1983  McnoGRAPHCliuUiee.  Inc.    Atari  400/800  are  registered  trademarks  ol  Atari,  Inc. 


-.■■:'-'.\^<!,  ',•,  ■,-;3,  \j£ijiT« 


v 


David  Berdan 


In  this  fast-action  adventure  gatne, 

your  mission  is  to  maneuver  through 

the  countryside  until  you  reach  the 

castle  and  save  the  princess  —  if  you 

call.  There  are  all  sorts  of  dragons 

you  mustfitst  conquer  and  a  wily, 

evil  wizard  in  steady  pursuit.  The  game  has     ~'^ 

four  difficulty  levels.  Written  for  the  unex- 

panded  VIC,  versions  are  also  included  for  the 

64  and  Atari.  Joysticks  are  required. 


This  game  involves  tbiree  courageous  knights 
who  have  returned  home  from  war  only  to  find 
that  the  countryside  surrounding  their  castle  is 
infested  with  dragons  that  were  placed  there  by 
an  evil  wizard.  Trapped  inside  the  castle  is  the 
beautiful  princess,  who  anxiously  awaits  the 
first  knight  who  can  rescue  her.  One  at  a  time 
the  knights  try  to  slay  all  the  dragons  and 
enter  the  castle  to  save  the  princess. 

The  knights  quickly  discover  the  many 
dangers  of  the  hunt.  A  dragon  vvHl  eat  anyone 
who  comes  near  its  head.  The  only  way  to 
get  rid  of  one  is  to  zap  it  in  the  stomach. 
Guarding  the  castle  is  a  phantom  dragon  that 
can  only  be  eliminated  when  all  the  others  have 
been  overcome.  (The  castle  drawbridge  will 
remain  closed  until  he  is  conquered.)  At  times 
a  dragon  will  appear  from  nowhere,  and 
occasionally  a  dragon  you  thought  you'd 
disposed  of  will  reappear  to 
have  another  try  at 


knight.  And  last,  but  certainly 
not  the  easiest  of  the  perils,  is  the 
~evil  wizard  himself,  who  chases 

.--      the  knights  as  they  hunt  the 

^^~ — dragons.  If  the  wizard  catches  a 
knight,  the  knight  is  destroyed. 

;,  -        How  To  Play 

■■  ~        Maneuver  your  knight  through  the 

countryside  with  a  joystick.  You  are 

allowed  three  knights  at  the  start,  but 

(  1^'*^.  jl  watch  out  -  the  knights  can  be  consumed 

T^-^'-*^-^^  -  very  quickly  by  a  dragon. 

When  you  encounter  a  dragon, 
you  must  act  quickly.  Using  your  fire 
button,  aim  at  the  dragon's  stomach. 
This  is  its  oiily  vulnerable  point. 

You  have  no  defense  against  the 

evil  wizard  except  speed.  You  must 

be  constantly  aware  of  his  distance 

from  you.  Remember    if  he  catches 

you,  your  knight  is  destroyed. 

VIC  Dragonmoster 

The  original  VIC  version  of 
"Dragonmaster"  utilizes  a  program- 
mable character  set.  Since  232 
numerical  values  were  needed  to 
create  the  29  characters  used  in  the 
game,  it  was  necessary  to  create  a  data 
■fife  containing  the  numbers  and  read  them 
'  ;in  at  the  beginning  of  the  program  to  build 
the  custom  characters. 


o 


-aas 


WHEN  YOU  BUY  AN  ATARI"  C0^4PUTER, 
WE  PUT  OUR  EXPERTISE  ON  THE  LINE 


There's  no  limit  to  what  you  can  do  with  a  home 
computer... and  no  way  any  mere  instruction  man 
ual  can  help  you  discover  all  the  possibilities. 

So  ATARI  gives  you  the  extra  help  you  need: 
an  ATARI  computer  expert  to  answer  your 
questions.  Free.  He'll  help  you  write  your  own 
programs,  learn  how  to  do  new 
things,  and  diagnose  problems 
when  the  things  you're  trying 
to  do  just  don't  work  out. 

It's  the  ATARI  Help  Line. 
A  toll  free  hclp-and-information 
service  to  help  you  get  more  out 


of  your  ATARI  Computer.  Just  call  1-800-538-8543.* 

And  if  you  ever  need  anything  fixed, 
ATARI  has  over  1,600  ATARI  SERVICE^"  Centers 
nationwide.  You'll  find  the  nearest  one  listed 
under  "Computers"  in  your  Yellow  Pages. 

ATARI  SERVICE  isn't  the  only  good  reason 

to  buy  an  ATARI  system.  But  it's 
an  awfully  good  reason  not 
to  choose  any  other  kind. 


MlHlfldClfVlbC 

MCTORC  AUTH0RIZH3  NETWCfK 


1-800-538-8543' 
THE  AIARI  SERVICE'HELP  LINE' 


A. 


*  |y83  Atari,  Inc.  All  Rights  Reserved.  O"  A  Wirner  Communications  Company 

California;  1-800-672-1404 


^iVi  3fl  C I  >:<  yu  .  ^ 


RAT  HOTEL"  and  SAVE  NEW  YORK!'-  arc  IrademotUs  of  Credlne  iof.narf . 

"Commodore".  "VlC-20'.  and  -Commodore  64"  ore  trademarks  o(  Commodore  Etecironics.  Lid; 


CREATIVE 
^SOFTWARE 


A  Qlvitlon  ol  ASCI.  Inc. 


>  Sunnyvale.  CA  94089 


Two  Great  Game  Cartridges  for  Your  Texas  Instruments  99/4A^" 
Guaranteed  to  work  on  all  present  and  future  versions  of  the  TI  99/4A 


/^ 


I.  ,_yi 


~\' 


,'./, 


TM 


\?m^ 


'ftiiii^ 


,TM 


Ambulance^  and  Driving  Demon"  are  trademarks  of  Funw.  itrc.  Iti<.  . 

"Texiss  In^iTuments,"  and  "I'pxas  Instiumetit.s  99/ 4 A"  "Tl  99;-* A"  are  iT.itfeni.ir lis  of  Tp\a.s  Jnsirumfrnis 


A  SubtldJiry  al  Crulive  SiA\«»n 

230  L  Caribbean  Drive  •  Sunnyvale,  CA  94089 


Program  1  is  the  main  game  program.  Pro- 
gram 2  is  the  data  file  needed  to  establish  the 
character  set  used  in  the  game.  (Please  note  that 
due  to  the  need  to  protect  a  block  of  memory  for 
the  character  set,  the  VIC  version  will  run  only  on 
the  unexpanded  VIC,  Please  remove  any  RAM 
expansion  cartridges.) 

Carefully  type  in  Program  1,  check  it  for  ac- 
curacy, and  SAVE  it  on  tape.  If  you  try  to  RUN 
Program  1  at  this  time,  it  will  want  to  input  the 
data  from  the  data  file  which  has  not  yet  been 
made.  Next,  type  NEW  and  then  type  in  Program 
2.  Be  careful  while  typing  in  the  numbers  here,  as 
any  slip  up  will  result  in  ill-formed  characters. 
When  you  are  certain  that  everything  is  right, 
RUN  Program  2.  Your  VIC  will  ask  you  to  press 
Record  and  Play  before  it  starts  writing  the  data 
on  the  tape  imn^ediately  following  the  copy  of 
Program  1 .  After  a  minute  or  so  the  screen  will 
display  DATATAPE  CREATED  and  the  tape  will 
stop.  It  would  be  wise  to  save  a  copy  of  Program 
2  a  little  farther  down  on  the  tape  so  that  if  you 
need  it  again  you  won't  have  to  retype  all  those 
numbers. 

Rewind  the  tape  to  the  beginning  of  Program 
1  and  type  LOAD.  When  the  program  has  been 
read  in,  type  RUN. 

Difficulty  Levels 

The  first  thing  to  appear  on  the  screen  is  the  in- 
structions. You  are  asked  to  choose  any  of  four 
skill  levels  by  pressing  the  appropriate  function 
key.  The  degree  of  difficulty  is  determined  by 
how  fast  the  wizard  pursues  the  knight.  The  EASY 
level  (Fl)  presents  a  real  challenge  to  the  new- 
comer. You  can  expect  to  be  defeated  quite  often 
while  you  are  learning  the  finer  points  of  the  game. 
The  next  levels,  HARD  (F3)  and  VERY  HARD 
(F5),  are  progressively  difficult.  The  IMPOSSIBLE 
level  (F7)  is  only  for  the  expert.  You  must  be  ex- 
ceptionally alert  and  skillful  with  the  joystick  to 
get  into  the  castle  at  this  level. 

If  you'd  rather  not  type  in  this  program,  I'll 
make  copies  (VIC  version  only).  Just  send  a  blank 
cassette,  self-addressed  stamped  mailer,  and  $3  to: 

David  Benin n 

3W20N.E.  Big  Rock  Road  ' 

Diivall,  WA  9S019 


BEFORE  TYPING... 
If  you're  new  to  computing,  please  read  ''How 
To  Type  COMPUTEI's  Programs"  and  "A 
Beginner's  Guide  To  Typing  In  Programs." 


Program  1:  Dragonmaster  -  Main  Program 
(unexpanded  VIC] 

100  PRINT " { CLR} " : IFPEEK  C  7448 ) =60ANDPEEK ( 7 
679)=160THEN125 

60     COMPUTf!     October  1963 


105  PRINT "DATA  BEING  READ  IN" 

110  OPENl, 1,0, "DATATAPE" 

115  FORD=7448T07679:INPUT#l,A:POKED,A:NEX 

T 
120  CLOSEl:POKE56,29 
125  CLR : PRINT " { CLR ) { BLK } " : U=36a 78 : DR=1 5 : K 

=2:JS=3  7154:P=7712:SW=0:S1=U-2:GOSUB2 

00;GOSUB280 
130  ZZ=7912:POKEZZ,35 
135  POKEJS,127:V=PEEK(JS-2)AND128 
140  E=-CV=0) 5pOKEJS-2,255:V=PEEK(JS-3) 
145  S=-((VAND8)=0) :W=-( CVAND16)=0) :N=-( (V 

AND4)=0) :SW=-( {VAND32)=0) : Q=P 
150  IFSANDPEEKCP+22)=32THENP=P+22 
155  IFWANDPEEK(P-1)=32THENP=P-1 
160  IFNANDPEEK(P-22)=32THENP=P-22 
165  IFEANDPEEK(P+1)=32THENP=P+1 
170  POKEP+30720,0 

175  GOSUB420:IFQ<>PTHENPOKEQ,32:POKEP,53 
180  IFSWTHENG0SUB375 
185  IFPEEK (P+1) =3 70RPEEK(P+1 )=60ORPEEK ( P- 

1 )=42THENGOSUB330 
190  IFPEEK { P+22 ) =370RPEEK { P+22 ) =60ORPEEK ( 

P+22)=42THENGOSUB330 
195  GOSUB470:GOTO135 

200  PRINT"{D0WNH5  spaces)  DRAGONMASTER" 
205  PRINT" (down) OBJECT;  BLAST  ALL": PRINT" 

{right} DRAGONS  AND  ENTER{5  RIGHT) CAST 

LE  TO  MARRY 
210  PRINT "PRINCESS. 
215  PRINT" [down) ZAP  DRAGONS  FROM  THE 

[2    SPACES} FRONT  WITH  FIRE  BUTTON 
220  PRINT" E DOWN) MUST  DEFEAT  PHANTOM" : PRIN 

T" DRAGON  LAST 
225  PRINT: PRINT "PRESS;  Fl-EASY" :PRINTTAB( 

7) "P3-HARD" 
230  PRINTTAB(7) "F5-VERY  HARD" ; PRINTTAB (7 ) 

"F7-IMP0SSIBLE" 
235  SL=15:GETA5:IFA$=""THEN235 
240  IFA?<CHR? { 134 )0RA$  >CHR$ ( 136 ) THENPRINT 

"{CLR} ": RETURN 
245  IFA?=CHR$ (134) THENSL=1 0 : PRINT " [ CLR) " : 

RETURN 
250  1FA$=CHR$ (135) THENSL=6 : PRINT " £  CLR) " ; R 

ETURN 
255  SL=3 : PRINT"! CLR) ": RETURN 
260  CL=INTCRND(1)*2)*2 
265  CS=L+30720 : POKECS , CL : POKECS+1 , CL : POKE 

CS+22 , CL:POKECS+23 , CL 
270  P0KEL,M:P0KEL+1 ,M+1 :P0KEL+22,M+2:P0KE 

L+2 3, M+3: RETURN 
275  P0KEL,32:P0KEL+1, 3  2 :P0KEL+22 , 32 : POKEL 

+23,32: RETURN 
280  F0RI=1T0126:PRINT"{4  SPACES) "; :NEXT: P 

RINT"  {home} ":POKE3a905,0 
285  POKEU+1,30:FORC=7424TO7431 :POKEC,0:NE 

XT:POKEU-9,255 
290  L=7888:M=45:CL=7:GOSUB265 :POKE3B629,C 

L : POKE7909 , 49 : CL=4 : L=L-3 : M=60 : GOSUB26 

5:F=36 
295  FORX=7680TO7701 : POKEX, F:NEXT:FORX=770 

2T08142STEP22 : POKEX , F : POKEX+2 1 , F : NEXT 
300  F0RX=81 64T08185 : POKEX , F : NEXT : F0RX=1T0 

X5:Z=INTCRND(1)*2) 
305  READA:M=41:L=7726+A:IFZTHENM=37 
310  GOSUB260:NEXT:POKEU,15:POKE7712,53:PO 

KE7693,53:POKE7694,53 
315  DATA  1,15,31,69,101,111,199,206,212,2 

68,275,316,353,362,367 
320  FORX=49TO52:POKE7909,X:POKES1, (X-44)* 

28 : FORT=1TO1000 : NEXT : NEXT : GOSUB325 : RE 

TURN 


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TO  BRING  YOU  THIS 
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micro  software 

P.O.  Box  131    Marlboro.  NJ  07746 
(201)431-3472 


ATARI  ts  a  registered  tratfemarK  of  ATA 


325  POKEU,0:POKES1,0: RETURN 

330  POKEU ,15: F0RF=1T02 : F0RX=1 30TO200 ; POKE 

SI, X: NEXT 
335  FORX=200TO130STEP-1:POKES1,X:NEXT:POK 

EP,F+53:NEXT:GOSUB325 
340  POKE7695-K, 36 :K=K-1 : IFK=-lTHEN455 
345  POKEP,32:P=7712 : POKEP, 53 : RETURN 
350  L=P-21 :M=56 :CL=0 :GOSUB265 :GOSUB400 :L= 

P-21 :GOSUB275 : POKEU, 15 
355  FORX=52TO49STEP-1:POKE7909,X:POKES1, ( 

X-44 ) *28 : FORT=1TO1000 : NEXT : NEXT : GOSUB 

325 
360  FORX=7907TO7909 : POKEX-1 , 32 ;POKEX+3072 

0,0: POKEX , 53 : FORT=1TO1000 : NEXT :NEXT : P 

OKEX,32 
365  POKEU+1 , 59 : POKEU-9 , 240 : PRINT " { CLR} " : P 

0KE214, 22: PRINT: PRINT" {4  RIGHT} AND  TH 

EY  LIVED" 
3  70  PRINT" {down} {2  RIGHT } HAPPILY  EVER  AFT 

ER":GOTO460 
375  CL=0 :X=PEEK ( P+1 ) : Y=PEEK ( P-1) : IFX=62AN 

DDR=0THEN350 
380  IFX0  39ANDY0  44THENRETUEN 
385  IFX=39THENI,=P-21:M=56:GOSUB265 
390  IFY=44THENL=P-24:M=56;GOSUB265 
395  DR=DR-1 
400  POKEU, 15 :FORX=250TO128STEP-1 :P0KES1 ,X 

:NEXT:GOSUB325 
405  IPPEEK{P+l)=5BTHENL=P-21:GOSUB275 
410  IFPEEK{P-1)=59THENL=P-24:G0SUB275 
415  RETURN 
420  H=INT ( RND (l)*414)+7726: BB=INT ( RND ( 1 ) * 

2) :X=PEEK(H) 
425  IFX=37THENL=H:M=41:GOSUB260: RETURN 
430  IFX=41THENL=H:M=37:GOSUB260: RETURN 
435  IFH<>7731ANDH<>7822ANDH<>7874ANDH<>80 

05ANDHO8106THENRETURN 
440    IFX<>320RPEEK(H+l)<>320RPEEK(H+22)<>3 

20RPEEK(H+23)<>32THENRETURN 
445  I FBB=1THENL=H : M=3  7 : DR=DR+1 : G0SUB265 : R 

ETURN 
450  L=H : M=41 : DR=DR+1 : G0SUB26 5 : RETURN 
455  POKEU-9 , 240 : POKEU+1 , 59 : PRINT" { CLR} " : P 

OKE214,22:PRINT:PRINT"[3  RIGHT}THE  DR 
AGONS  WIN" 
460  FORX=1TO23:PRINT:FORT=1TO150:NEXT:NEX 

T 
465  POKEU+1, 27 :GOT0125 
470  CW=tCW+l)AND7:IFCW=lTHENCW=2 
475  POKEZZ+30720 , CW: CC=CC+1 : IFCC=SLTHEN48 

5 
480  RETURN 
485  I2=INT( (2Z-7680}/22) :IP=INT( Cp-7680)/ 

22);NZ=INTUIZ+IP)/2)*22 
490  N2=NZ+(P-IP*22+ZZ-IZ*22)/2:CC=1 
495  IFPEEK(NZ)=32THENPOKEZZ,32:POKENZ,35: 

GOTO510 
500  IFPEEK(NZ)=53THENGOSUB330 
505  RETURN 
510  ZZ=NZ ; IFPEEK( ZZ+1 )=530RPEEK( ZZ-1 }=530 

RPEEK(ZZ+22)=530RPEEKCZZ-22)=53THENGO 

SUB330 
515  RETURN 

Program  2:  Dragonmaster  -  Data  Fire  (for  VIC) 

1  OPENl,l,2, "DATATAPE" 

2  READX: PRINT* 1,X:IFX=-1THEN4 

3  G0T02 

4  CLOSEl: PRINT "DATATAPE  CREATED" 

5  END 

10  DATA60, 66, 165, 129, 153,165,66,60,170,85 

62    COMPirtS!    October  1983 


,170,85,170,85,170,85,0,56,108,254,15 
20  DATA15, 3 1,3 1,0, 0,0, 0,1, 6, 12, 152, 255, 63 

,63,31,31,15,31,61,176,17  6,152,216,220 
30  DATA252, 248, 224, 0,0, 0,0, 128, 96, 48, 25,0 

,28,54,127,240,240,248,248,13,13,25,27 
40  DATA59, 63, 31, 7, 25 5, 252, 252, 248, 248, 240 

,248,188,0,0,84,124,108,56,56,189 
50  DATA21, 31, 27, 31, 14, 14, 14, 94, 255, 255,  25 

5,255,170,255,255,0,254,254,254,254,17 

0 
60  DATA254, 254, 0,0, 0,0, 0,0, 0,25 5, 0,0, 0,0, 

32,24,6,1,0,0,0,16,8,4,2,1,0,0,8 
70  DATA4, 4, 2, 2, 1,0, 24, 126, 90, 2 19, 24, 36, 66 

,195,0,24,60,90,24,36,0,0,0,0,0 
80  DATA24, 24, 0,0, 0,16, 0,2, 72, 2, 21, 75, 21,1 

30,16,64,162,72,160,90,224,7,42 
90  DATA133, 18, 5, 32, 4, 0,168, 210, 168,  64, IB, 

64,8,32,0,40,68,82,5,10,21,10,0,0,0,0 
100  DATAl, 2, 4, 16, 85, 42, 21, 10, 21, 10,  21,  40, 
128,144,0,144,72,164,80,160,-1 


A  dragon  turns  to  dust  in  "Dragonmaster,"  VIC  version. 


Program  3:  Dragonmaster  -  64  Version 

Translation  by  Chus  Metcclf,  Programming  Assistant 


1000 

1010 

1020 

1030 
1040 

1050 
1060 
1070 
1080 


1090 
1100 

1110 
1120 
1130 
1140 
1150 
1160 


PRINT" { CLR } E7  3 " : POKE53  280 , 14 : POKE5 
3281,6 

IFPEEK( 14846 )=80ANDPEEK{ 14847 )=160TH 
EN1070 

PRlNTTAB(14)"l8  DOWN} PLEASE  WAIT": PR 
INTTAB(11}"DATA  BEING  READ  IN" 
F0RI=1T024 : READA : NEXT 

FORD=14616TOl4847:READA: POKED, A:NEXT 
POKE52,57:POKE56,57 


REM  RESTART  PROGRAM 

CLR : PRINT " { CLR} E  7  3 " : DR=24 : K=2 : P=10 

84 : 51=54276 : 32=54283 :GOSUB1260 : GOSUB 

1490 

P0KES2-1 , 3 : P0KES2+1 , 8 : POKES2+2 , 0 

ZZ=1446:POKEZZ,35:GR(0)=1;GR{1)=12:G 

R(2)=11:GR(3)=0:GRC4)=11:GR(5)=12 

V=31-PEEK(56320)AND31:Q=P 
IFVAND2 ANDPEEK ( P+40 ) =3  2THENP=P+40 
IFVAND4ANDPEEK ( P-1 ) =32THENP=P-1 
IFVANDIANDPEEK ( P-40 ) =3  2THENP=P-40 
IFVAND8ANDPEEK ( P+1 ) =3  2THENP=P+1 


^Mm 


WARNING  1'. 


This  Q---        y^iett  as 
strategy  as  v» 


•^■SlfiVi'^TSS 


y^ 


.■r&Ol  400/600/800' 

r 

CASSETTE 
DISK 

3^,S.MAX^NELL-"^ 
T.  LYNDON 


'Jrif-'i;,  ^Sii^?; 


T-^''"??;?!'^ 


32K-DISK    o 
<E24.95 


Games  are  100% 
machine 'ana^Bfle 

,or  supeHBSt 

action- 


rffl 


^> 


-r!^s":s';5' 


roptice'orc«uec.u.- 


Dealer  inquiries' 


nuited- 


CA  S'iSO'i 


•Atari'',  "Commodore",  and  ■TRS-BO"  are  trademarks  ot  Atari  Inc..  Commodore  Inc..  and  Tandy  Corp.  respectively. 


1170  POKES2,8:POKEP+54272,GR(GR) :GR=GR+1 : 

IFGR=6THENGR=0 
1180  GOSUB1930:IFQ<>PTHENPOKEQ,32:POKEP,5 

3 : P0KES2 , 65 : POKES2-3 , 3 
1190  IFVAND16THENGOSUB1800 
1200  IFPEEK ( P+1 ) =370RPEEK  C  P+1 ) =60ORPEEK ( P 

-1 )=42THENGOSUB1640 
1210  IFPEEK ( P+40 ) =370RPEEK ( P+40 ) =60ORPEEK 

( P+40 ) =4  2THENGOSUB1 640 

GOSUB2090 : GOTO1120 


1220 
1230 
1240 
1250 
1260 
1270 

1280 

1290 

1300 

1310 
1320 

1330 

1340 
1350 

1360 

1370 

1380 
1390 
1400 
1410 
1420 
1430 


REM  INSTRUCTIONS  AND  SKILL  LEVEL 
PRINTTAB(8)  "***  64  DRAGONMASTER  ***" 
PRINT" {2  down}  OBJECT:  BLAST  ALL  DRA 
GONS  f^D    ENTER" 

PRINT" {2  SPACES} THE  CASTLE  TO  MARRY 
{space} THE  PRINCESS." 

PRINT" {2  down}  zap  THE  DRAGONS  FROM 
{space} THE  FRONT  WITH" 

PRINT  "{2  SPACES] THE  FIRE  BUTTON,  BU 
T  STAY  AWAY":PRINT"C2  SPACESJFROM  TH 
EIR  HEADS  J " 

PRINT" {2  down!  you  MUST  ELIMINATE  PH 
ANTOM  DRAGON  LAST" 

PRINT" [2  DOWN] [2  SPACES}PRESS:  Fl  — 
EASy":PRINTTAB(9) "{doWN}F3  —  STAND 
ARD" 

PRINTTAB(9) "{D0WN}f5  —  VERY  HARD":P 
RINTTAB(9)"{D0WN)F7  —  EXTREMELY  HAR 
D" 

SL=15 : GETA$ : IFA$=" "THENl 340 
IFA?  < CHR? ( 1 34  J  ORA$  >  CHR$ { 136 ) THENPRIN 
T"{CLR] ": RETURN 

IFA$=" { F3 } "THENSL=10 : PRINT" { CLR} " : RE 
TURN 

IFA$= " { F5 } "THENSL=6 : PRINT " [ CLR} " : RET 
URN 
SL=3 : PRINT " I CLR] " : RETURN 


REM  DRAW  AND  ERASE  DRAGONS,  ETC. 

CL=INT ( RND{ 1 ) *2 ) *2 

CS=L+54272:P0KECS,CL:P0KECS+1,CL;P0K 

ECS+40 , CL : POKECS+41 , CL 
1440  POKEL , M: POKEL+1 , M+1 : POKEL+40 , M+2 : POK 

EL+41,M+3: RETURN 
1450  POKEL , 32 : POKEL+1 , 32 : POKEL+40 ,32: POKE 

L+41, 32: RETURN 
1460  : 
1470  : 

1480  REM  INITIALIZE  PLAYFIELD,  DRAGONS 
1490  POKE53265,0:POKE53280,6 
1500  POKE53281 , 0 : PRINT " { CLR} " : POKE532B1 , 1 

5 : FORC=145  92T0145  99 : POKEC , 0 : NEXT : CL= 

11 
1510  L=1404:M=45:GOSUB1430:POKE1443,49:L= 

L-3 : M=60 : GOSUB1430 : F=36 
1520  FORX=1024TO1063:POKEX,F:NEXT:FORX=10 

64T01 944STEP40 : POKEX , F : POKEX+39 , F : NE 

XT 
1530  FORX=1984TO2023 : POKEX , F : NEXT : F0RX=1T 

024 : Z=INT ( RND ( 1 } *2 ) 
1540  READA:M=41:L=1106+A:IFZTHENM=37 
1550  GOSUB1420:NEXT:POKE53272,31:POKE1084 

, 53 :POKE1047 , 53 :POKE1048, 53 
1560  DATA  1,30,65,82,91,138,203,222,234,3 

01,329,345,401,412,424,456,536 
1570  DATA  550,567,632,690,706,724,734 
1580  P0KE54296, 15 :POKE54277 , 138 :P0KE5427a 

,0:POKE53265,27 
1590  F0RX=49TO52:P0KE1443,X:POKE54273, (X- 

M    COMPUTE    October  1983 


Dragon  master  For 
The  64  And  Atari 

Chris  Metcolf,  Programming  Assistant 


Tlie  Connmodore  64  version  of  "Dragon- 
master"  runs  much  the  same  as  the  VIC  ver- 
sion. However,  the  colors  are  somewhat 
different.  You  will  find  that  you  are  a  flashing 
figure  in  shades  of  gray,  a  feature  which  could 
not  be  implemented  on  the  VIC  due  to  the 
memory  shortage.  The  pursuing  wizard 
flashes  all  the  colors  of  the  rainbow  (magic!) 
and,  by  his  mystic  powers,  pursues  you  by 
always  halving  the  distance  between  you.  If 
at  any  point  his  leap  brings  him  to  within 
one  square  of  you,  you're  finished. 

The  dragons  are  the  main  obstacle  in 
your  chivalrous  adventure.  To  eliminate  a 
dragon,  you  have  to  move  directly  in  front  of 
his  stomach  and  press  the  fire  button.  The 
dragon  will  disappear.  The  phantom  dragon 
guarding  the  gates  must  be  dispatched  last. 
You  will  find  that  the  dragons  do  move  about 
and  change  color  now  and  then,  but  this  is 
only  restlessness.  In  addition,  a  dragon  will 
occasionally  appear  from  nowhere  to  test 
your  mettle. 

The  programming  techniques  involved 
in  this  version,  as  in  tine  VIC  version,  are 
fairly  straightforward.  Programmable  char- 
acters are  used  for  dragons,  castle,  walls, 
knights,  wizard,  etc.  The  data  for  these  char- 
acters is  stored  from  14336  to  16384,  although 
the  program  uses  only  a  part  of  this.  The 
characters  are  put  on  the  screen  by  POKEs, 
as  are  their  colors  (the  color  screen  on  the  64 
is  from  55296  to  56295).  Simple  sounds  are 
created  using  two  voices  of  the  SID  chip. 
Voice  one  controls  dragon  and  the  knights 
elimination  as  well  as  drawbridge  noises; 
voice  two  maintains  the  movement  noise. 

The  Atari  version  also  employs  pro- 
grammable characters  (the  same  data,  in 
fact),  located  in  the  block  of  512  bytes  below 
the  top  of  your  available  memory.  The  colors 
used  are  somewhat  different.  The  castle  and 
outside  walls,  the  dragons,  the  wizard,  and 
the  knight  each  use  different  color  registers, 
Graphics  mode  1  is  used  to  simulate  the 
VlC's  22-column  display  as  closely  as  pos- 
sible. The  sound  used  is  simple  Atari  sound. 
However,  the  program  is  basically  the  same 
as  the  VIC  version  in  terms  of  play. 


f^^  '>>>^.       uinE  Y"^^  vo« 


Yo&j  Won't  Just  Sit  There 


ARCADE  ACTION  AT  ITS  VERY  BEST 


Snow  Cave 


Ice  Lasers 


When  you  help  SNOKtE  rescue  his  girlfriend  CARA,  the  action  really  starts!  CARA,  held  captive  by  the  GRODIES,  needs  to  be 
rescued  -  now!  It  won't  be  easy.  SNOKIE  will  face  all  the  natural  perils  of  the  arctic  including  snow-boulders,  glacier  crevasses, 
moving  ice-blocks  and  falling  icicles.  Also  there  are  ice  lasers  and  cold  rays,  installed  by  the  GRODIES.  Take  the  challenge. 
Go  for  itj 


ATARI 

400/600/800/1200/1400/1450 

1BK  TAPE  or  3ZK  DISK 

S34.gS 

by:  Y.  LEMPEREUR 

Game  design:  A.  Marsily 


^ 


ainsoFT 


i^^ 


28611  Canwood  St.,  Agoura,  CA  91301 
[213]  991-6540 

Dealer  inquiries  inuited. 

"Atari"  and  -'Commodore"  are  trademarks  ol  Atari  Inc.,  and  Commodore  inc.  respecliveiy. 


COMMODORE  64 
Tape  or  Disk 

534.95 
by:  T.  Lyndon 


If  unavailable  from 
your  local  dealer,  send 
$34.95  plus  52.00  shipping. 


WW0^-:.C 


48)*10:POKES1,8!POKES1,17 
1600  FORT=1TO800: NEXT: NEXT :GOSUB1680;RETU 

RN 
1610  : 
1620  : 
1630 
1640 


REM  PHANTOM  DRAGON  DIES,  VICTORY 

FORF=lT02 : POKES! , 8 : POKESl , 33 : FOEX=0T 

O40STEP.8:POKE54273,X:NEXT 

POKESl , 8 : POKESl , 33 : FORX=40TO0STEP- . 8 

:POKE54273,X:NEXT 

POKEP , F+5  3 : NEXT : POKESl , 8 

POKE1049-K,36:K=K-1:IFK<0THEN2030 

POKEP , 3  2 : P=l 084 : POKEP ,53: RETURN 

L=P-39 : CL=1 :M=56 :GOSUB1430 :GOSUB1860 

:L=P~39:GOSUB1450: POKES 3272, 31 

POKE54277 , 138 :POKE54278, 0 

F0RX=5  2T049STEP-1 : P0KE1443 , X : POKESl , 

8:POKESl,33:POKE54273, (X-4B)*10 

FORT=1TO800 : NEXT : NEXT : POKESl , 8 

FORX=1441T01443:POKEX-l,32:POKEX+542 

72,1:POKEX,53:FORT=1TO800:NEXT:NEXT 

PRINT" ICLR] " : POKE53280 , 7 : POKE53281 , 7 

POKE53272,21 iPRINT" [CLRJ  £2^ "TAB{13 

)"{22  DOWN] AND  THEY  LIVED" 

PRINTTAB(ll) "{DOWNJHAPPILY  EVER  AFTE 

R":GOTO2050 


1650 

1660 

1670 
1680 
1690 

1700 

1710 

1720 
1730 

1740 
1750 

1760 

1770 
1780 

1790 
1800 

1810 
1820 
1830 
1840 
1850 
1860 

1870 

1880 
1890 
1900 
1910 
1920 
1930 

1940 

1950 
1960 
1970 

1980 

1990 
2000 
2010 
2020 
2030 
2040 

2050 

2060 

2070  : 

2080  REM  THE  EVIL  WIZARD  MOVES 

2090  CW= ( CW+1 ) ANDl 5 : IFCW=1 5THENCW=0 

2100  CC=CC+1 :POKEZZ+54272 , CW: IFCC<>SLTHEN 

RETURN 
2110  IZ=INT( (ZZ-1024)/40) :IP=INT( (P-1024) 

/40) :NZ=INT( (lZ+IP)/2)*40 
2120    NZ=NZ+(P-IP*40+ZZ-IZ*40)/2:CC=1 
2130    IFPEEKCNZ)<>32THENRETURN 
66    COMPUTE!     October  1983 


REM  ELIMINATE  A  DRAGON 

CL=0:X=PEEK(P+1}:Y=PEEKCP-1J :IFX=62A 

NDDR=0THEN1690 

IFX0  39ANDY0  44THENRETURN 
IFX=39THENL=P-39 :M=56 :GOSUB1430 
IFY=44THENL=P-42 :M=56 :GOSUB1430 
DR=DR-1 

POKESl , 8 : POKESl , 129 : FORX=20TO0STEP- . 
25 : POKE54273 , X : NEXT : POKESl , 8 
IFPEEK(P+1)=58THENL=P-39:GOSUB1450 
I FPEEK ( P-1 ) =59THENL=P-42 : GOSUBl 450 
RETURN 


REM  TURN  DRAGON  /  CREATE  A  NEW  ONE 

H=INT(RND(1J*835)+1106:L=H:BB=INT(RN 

D(l)*2) :X=PEEK(H) 

IFX=37THENM=41 : GOSUB1420 : RETURN 

IFX=41THENM=3 7: GOSUBl 420: RETURN 

IFRNDC1)> .033THENRETURN 

FORI=-80TO120STEP40 : FORJ=-2T03 : IFPEE 

K(H+I+J)  0  32THENRETURN 

NEXT : NEXT : M=41 ; DR=DR+1 : IFBB=1THENM=3 

7 

GOSUB1420 : RETURN 


REM  THE  DRAGONS  HAVE  WON 

PRINT"[CLR)":POKE53280,2:POKE53281,2 

POKE53272,21:PRINT"{CLR]g33"TABCl3 

)"{24  DOWNJTHE  DRAGONS  WIN" 

FORX=1TO23:PRINT:FORT=1TO150:NEXT:NE 

XT:POKE53280,14:POKE53281,6:GOTO1080 


A  knight  zaps  a  dragon  in  "Dmgoivnaster,"  64  version. 


2140  POKEZZ, 32 : POKENZ, 35 : ZZ=NZ :P0KEZZ+542 

72,  CW 
2150  ZZ=NZ:IFPEEK(ZS+1)=530RPEEK(ZZ-1)=53 

ORPEEK( ZZ+40 )=53THENGOSUB1640 
2160  IFZZ> H03ANDPEEK( ZZ-40 ) =53THENGOSUBl 

640 
2170  RETURN 
2180  : 
2190  : 
2200  DATA60, 66, 165, 129, 153, 165, 66, 50, 170, 

85,170,85,170,85,170,85 
2210  DATA0, 56, 108, 254, 15, 15, 31, 31, 0,0,  0,0 

,1,6,12,152 
2220  DATA255, 63, 63, 31, 3 1,1 5, 31, 61, 176, 176 

,152,216,220,252,248,224 
2230  DATA0, 0,0, 0,128, 96, 48, 25, 0,28, 54, 127 

,240,240,248,248 
2240  DATA13, 13, 25, 27, 59, 63, 3 1,7,  255,  252,  2 

52,248,248,240,248,188 
2250  DATA0, 0.84, 124, 108, 56, 56, 189, 21, 3 1,2 

7,31,14,14,14,94 
2260  DATA255, 255, 255, 255, 170, 255, 255, 0,25 

4,254,254,254,170,254,254,0 
2270  DATA0, 0,0, 0,0, 0,255, 0,0, 0,0, 32, 24, 6, 

1,0 
2280  DATA0, 0,16, 8, 4, 2, 1,0, 0,8, 4, 4, 2, 2, 1,0 
2290  DATA24, 126, 90, 2 19, 24, 36, 66, 195, 0,24, 

60,90,24,36,0,0 
2300  DATA0, 0,0, 24, 24, 0,0, 0,16, 0,2, 72, 2, 21 

,75,21 
2310  DATAl 30, 16, 64, 162, 72, 160, 90, 224, 7, 42 

,133,18,5,32,4,0 
2320  DATA168,210,168,64,18,64,8,32,0,40,6 

8,82,5,10,21,10 
2330  DATA0, 0,0, 0,1, 2, 4, 16, 85, 42, 21, 10, 21, 

10,21,40 
2340  DATA128,144,0,144,72,164,80,160 

Program  4:  Dragonmaster- Atari  version 

Translation  by  Chris  Metcolf,  F'rogramming  Assistant 

1000  GOSUB  Z270:PQKE  77,0;POKE  752,1 

: SC  =  PEEK  <8B) +PEEK (89) »256 
1010  CH=PEEK (742) *2S6-1024 
1020  IF  PEEK (CH+24) =60  AND  PEEK(CH+2 

55)=160  THEN  1060 
1030  POSITION  4,9:PRINT  #6; "PLEASE  W 

AIT":PRINT  #6sPRINT  «6;"  DATA  B 

EING  READ  IN" 


'VE 
GOT  TO  DIG 
DEEP  TO  FIND 

A  MORE 
EXCITING  GAME 

THAN 
MINER  2049ER: 


Now,  Reston  brings  Commodore  VIC-20" 
and    Commodore  64"  owners  one  of  the  hottest 
home  computer  games  ever  created — Miner 
2049er"  Help  the  legendary  Mountie,  Bounty 
Bob'"  chase  the  dastardly  Yukon  Yohan  through 
an  obandoned  uranium  mine — all  ten  levels  of 
it.  But  you've  got  to  avoid  the  deadly  radiooc- 
tive  mutants.  And  watch  out  for  pulverizers, 
explosives,  slides  ond  foils.  And  grab  all  the 
treasure  you  can  along  the  way.  And  beat  the 
clock.  Any  computer  game  you've  played  up  to 
now  has  just  been  practice  for  Miner  2049©^'" 
It's  fast  and  furious,  a  gold  mine  of  action  for 
the  serious  computer  gamer.  And  Commodore 
VIC-20'"  and  Commodore  64"  owners  can  get  it 
only  from  Reston. 
A  Creative  Pastime "  from       /i 


Ke^tot  :>o^ytfan.t 


A  Prentice-Hall  Company 

11480  Sunset  Hills  Rd.  Reston,  VA  22090 

Available  at  your  local  computer  retailer  or  call  us  at 

(800)  336-0338. 

Commodore  VIC-20  and  Commodore  6^  ore 
registered  -trademarks  of  Commodore  Computer,  inc. 


Miner  2049er  and  Bounty  flab  are  registered  trademarks  a(  Big  Five  Software. 


,^.M:..u.,.  ...... .msmms&m mi- ^.i^c^ius^:. 


RINT     #6: 


tS     SPACEB> 


-t*^iir-Mir 


'Dragonmaster , "  Atari  version. 


1040 


1050 
1060 
1070 

1080 
1090 
1  100 
1110 
1  120 

1130 

1140 

1150 

1  160 

1170 
tlB0 
1190 


1200 


1210 
1220 
1230 

1240 


1250 


1260 


1270 


1280 

1290 
1300 


AND  PEE 


PEEK (P+1 


P,53 


AND  PEE  1490 


FOR  1=1  TO  15:READ  A:NEXT  I : FOR 

D=CH+24  TO  CH+255:READ  fl:POKE 
D,A:NEXT  D 
REM 

REM  l;iife*rf:l:>J::;ftM;T;1g 
RESTORE  : DR=15:K=2: P=BC+30: GR=0 
;  CW  =  0 

GOSUB  1240:6OSUB  1450 
ZZ=SC+212:POKE  22,35+192 
REM 

V=15-STICK (0) : Q=P: V=V/2 
IF  V<>INT<V)  AND  PEEK(P-20)=0  T 
HEN  P=P-20 

V=INT CV) /2: IF  V<>INT<V) 
K<P+20)=0  THEN  P=P+20 
V=INT (V) /2: IF  V<>INT(V) 
K(P-1)=0  THEN  P=P-1 
V  =  INT  (V) /2:  IF  VO0  AND 
)=0  THEN  P=P+1 

IF  OOP  THEN  POKE  Q,0:PDKE 
+12B:S0UND  1,100,6,15 
GOSUB  lBa0:SOUND  1,0,0,0 
IF  STRIG(0)=0  THEN  GOSUB  1760 
IF  PEEK(P+1)=37  OR  PEEK(P+1)=60 
+64  OR  PEEK(P-1)=42  THEN  GOSUB 
1590 

IF  PEEK (P+20) =37  OR  PEEK(P+20)= 
60  +  64  OR  PEEK  (P  +  20) =42  THEN  GOS 
UB  1590 

GOSUB  2020:GDTO  1110 
REM 
REM  H:fe*<;llI^**iJ.i-M:i;i>^fc>:*i<WiWW=t.'Ja 

I! 

GOSUB  2270: POSITI DN  4,i:PRINT  # 
6:  "P!IJ^t-t.1t':.T^t--4TJB"  :  PRINT  #6:  PRINT 
#6 

MiHlsOii  BLAST  ALL": 
■■  DRAGONS  AND  ENTER" 
■•  CASTLE  TO  RESCUE"-.  PR 
PRINCESS.  ": PRINT  #6;  PR 


1310  PRINT  #6;"<:3  SPACES! 

BT":  PRINT  #6;"<3  SPACES>| 

EE^a?IE"  :SL=15:  GR  =  0 
1320  A=PEEKC764) : IF  PEEK ( 764 ) =255  TH 

EN  GR=GR+0. 4; GR=GR- (eR>=256) *25 

6+( INT(GR)=198) ;POKE  711,INT(GR 

) : GOTO  1320 
1330  POKE  764,255:GOSUB  2270:POKE  75 

6,CH/256:IF  A=30  THEN  SL=10:RET 

URN 

IF  A=26  THEN  SL=6: RETURN 

IF  A=24  THEN  SL=3: RETURN 

RETURN 

REM 

REM 


DRHW     flMD     ERRSE     DRflGOMS  .      ETI 


CL  =  0 

caL=CL»64 

POKE  L,M+COL:POKE  L+1, 

OKE  L+20,M+2+COL: POKE 

COL; RETURN 

POKE  L,0;POKE  L+1,0;POKE  L+20,0 

:POKE  L+21,0:RETURN 

REM 

REM 


1340 

1350 

1360 

1370 

1380 

1390 

1400 

1410 

M+l+COL: P 

L+21,M+3+ 


1420 

1430 
1440 

1450 
1460 

1470 


1480 


PRINT  #6; 
PRINT  #6; 
PRINT  #6; 
INT  #6; 
INT  #6 
PRINT  #6; 
RINT  #6;" 


Barn:  dragons   from":p 

FRONT  WITH  BUTTON.":? 

RINT  #6:PRINT  tt6         

PRINT  #6;"   ELIMINATE  HmEIEE"  : 
PRINT  #6;"  lJ:T:Trfii:  LAST.  " 

PRINT  #6:PRINT  #6     

PRINT  #6;"C3  ■^ParFRi  iM-MJ.tar"  :  P 


1500 
1510 

1520 

1530 
1540 

1550 
1560 
1570 
1580 
1590 

1600 

1610 
1620 

1630 

1640 
1650 

1660 
1670 
1680 

1690 


IHITIHLIZE  plrvfj:ei-i>  drrgo 


a 

GOSUB  2270:POKE  756,CH/256 

FOR     C  =  CH     TO     CH  +  7:POI<E     C,0:NEXT 

CiCL=l 

L=SC+190: M=45: GOSUB  1400:POKE  S 

C+209, 49+64: L=L-3j M=60: GOSUB  14 

00: F=36+128 

FDR  X=SC  TO  SC+19:P0KE  X,F:NEXT 

X:FOR  X=SC  TO  SC  +  460  STEP  20:  P 
OKE  X,F;POKE  X+19,F:NEXT  X 
FOR  X=SC+460  TO  SC+479:P0KE  X,F 
iNEXT  X:FOR  X=l  TO  15:Z=INT<RND 
( 1  J  «2) 
READ  A: M=41 : L=SC+42+A: IF  Z  THEN 

M  =  37 
GOSUB  1390rNEXT  XsPOKE  756,CH/2 
56:P0KE  SC+30 , 53+ 1 28 : POKE  SC+13 
,53+128:P0KE  SC+14, 53+128 
DATA  1,14,31,69,101,111,200,206 
,212, 268, 274, 314, 353, 362, 367 
FOR  X=49  TO  52:POKE  SC+209,X+64 
FOR  T=l  TO  75:S0UND  0,(S4-X)«40 
,  10,  15-T/5:NEXT  TiNEXT  X 
GOSUB  1630 
RETURN 
REM 

REM  m^>*^^ii;i.M:l;;  Wh^W  M  |i|  I 
FOR  F=l  TO  2:F0R  X=150  TO  80  BT 
EP  -1:B0UND  0, X , 1 0, 1 5 : NEXT  X 
FOR  X=80  TO  150:SDUND  0,X,10,15 
:NEXT  X:SOUND  0,0,0,0 
POKE  P, F+53+ 12B: NEXT  F 
POKE  SC+15-K, 36+128: K=K-1 : IF  K< 
0  THEN  1970 

0: P=SC+30: POKE  P, 53+128: 


PHOMTOM  DRHGOH  DIE3  J   UICTOl 


POKE  P, 

RETURN 

REM 

REM 

D 

L=P-19: CL=0: M=56:G0SUB  1400 

GDBUB  1820: L=P-19: GOSUB  1420 

FOR  X=52  TO  49  STEP  -1:P0KE  SC+ 

209,X+64:FOR  T=l  TO  75 

SOUND  0,  (54-X)  «40,  10,  15-T/5: NEX 

T  T:NEXT  X 


68     COMPUTl!    October  1983 


AiGSoftwcae 

fiihosthe  ,  ^ 
iGomeWon 

'  11 :  riw's  defense  ^orcej-JJe^^^^^^^^  ^.^^  ^,gh,  leve^s^^^^^  ^^^^^ 


0.  600, 12C 


1  yourself. 
,  for  hours. 


thef^exttimeyourerea 
for  you!     , 


,  TO  outmoneu- 


NlGHTSTRll^E 

CAToriVersionl 


Oneortwoployers 
i6K  Required 


.  ^  •'•«5!^ 


„.HT.T.mEcn.0.O,CSo.e. 


.VJ^ 


DROIDS 

S^ieS^ofploy 
Oneo'tv.oployers 


.^,ori  400.600  «'^'*  i^!; 

ol  Aiori.  inc. 
.»VlC20i3atTode(tiarkof 
Com«.odOTe0ec.ro.^ics. 


1700 

1710 

1720 

1730 

17A0 
1750 
1760 

1770 
1780 

1790 

1800 
1810 
1820 

1830 

1B40 

1050 
1860 
1870 
1880 

1B90 

1900 

1910 
1920 

1930 

1940 
1950 
1960 
1970 

1980 

1990 

2000 
2010 
2020 

2030 

2040 

2050 


2060 
2070 
2080 


2090 

2100 
21  10 


FOR  X=SC+ 
,0:POKE  X 
NEXT  T:Ne 
GRAPHICS 
LOR  2,2,6 
POKE  756, 
NT  "AND  T 
PRINT  : PR 

EVER  AFT 
REM 
REM 
CL-0Z X=PE 

X=62-t-64 
IF  X<>39 
IF  X=39  T 
1400 

IF  Y=44  T 
1400 
DR=DR-1 
REM 

FOR  X=200 
5:NEXT  X: 
IF  PEEK(P 
UB  1420 
IF  PEEK<P 
UB  1420 
RETURN 
REM 
REM 
H=INT (RND 
INT(RND(1 


207  TO  5C+209:POKE  X-1 

,53+12a:F0R  T=l  TO  75: 

XT  X 

0:SETCOLOR  4,2,6:SETC0 

: SETCQLOR  1,1,2 

224:P0SITIDN  13,23:PRI 

HEY  LIVED" 

INT  "<9  SPACES>HAPPILY 

ER":GOTD  1990 


ELXMINHTE  R  DRRGO 


EK  <P+1 )  :y  =  PEEK(P-l >  :  IF 
AND  DR=0  THEN  1660 
AND  Y044  THEN  RETURN 
HEN  L=P-19: M=56: BDSUB 

HEN  L  =  P-22: M=56:  GOSUB 


TO  255:S0UND  0,X,10,1 
SOUND  0,0,0,0 
+1)=58  THEN  L=P-19:GOS 

-1)=59  THEN  L=P-22iGOS 


TURN  DRRGON,   CRERTE  HEH  ON 


(1) t396)+SC+42:L=H:BB= 
) «2) : X=PEEK(H) 


IF  X 

TURN 

IF  X 

TURN 

IF  R 

FOR 

2  TO 

RN 

NEXT 

B=l 

BOSU 

REM 

REM 

GRAP 

LOR 

POKE 

NT  " 

POKE 

:  FDR 

TO  1 

REM 

REM 

CW  =  C 

6 

POKE 

HEN 

IZ=I 

>  /20 

NZ  =  N 

s  IF 

1590 

IF  P 

POKE 

IF  P 

+  20) 

8  TH 

IF  Z 

128 

RETU 

REM 


=37  THEN  M=41:G0SU 

=41  THEN  M=37:B0SU 

ND  (  1 )  >0. 033  THEN  R 

I=-40  TO  60  STEP  2 

3: IF  PEEK (H+I+J> 

J:NEXT  I:M=41:DR= 
THEN  M=37 
B  1390: RETURN 


B  139a:RE 

B  1390:RE 

ETURN 
0:FOR  J=- 
THEN  RETU 

DR+1 : IF  B 


2120 
2130 
2140 
2150 
2160 
2170 
21B0 

2190 
2200 
2210 
2220 
2230 
2240 
2250 
2260 
2270 


THE  DRRQONS  HRUE  HO 


HICS  0:SETCOLOR  4, 

2,  4, 4: SETCOLOR  1,4 
756, 224: POSITION 

THE  DRAGONS  WIN" 
752, 1 : FOR  X=l  TO 
T=l  TO  35:NEXT  T: 

060 


4, 4:SETC0 

,8 

13, 23: PRI 

23: PRINT 
NEXT  X:GO 


THE  EMIU  HXZRRD  MOUE3 


W+7:1F  CW>255  THEN 

71  1  ,CW:CC  =  CC+1 :  IF 
RETURN 

NT  (  (  ZZ-SC )  /20)  :  IP  = 
)  : NZ=INT  <  C  I  Z  +  IP)  /2 
Z+CP-IP»20+ZZ-IZ«2 
PEEK (NZ) =53+12B  TH 


CW=CW-25 

CCOSL     T 

INT  <  fP-SC 
)  »20 

0) /2: CC=1 
EN     GOSUB 


iN 


92: 2Z=NZ 
)R  PEEKCZZ 
1 ) =53+12 


EEK(NZ)   THEN  RETURI 
ZZ,0:POKE  NZ,35+1 
EEK ( ZZ+ 1 ) =53+ 128  Ol 
=53+12B  OR  PEEKCZZ 
EN  GOSUB  1590 

Z>SC+39  AND  PEEK CZZ-20) =53+ 
THEN  GOSUB  1590 
RN 
r.l!M:r;T.H4:1>T:^J: 


DATA  60, 66, 1 
0, 170, 85, 170 
DATA  0, 56, 10 
,0,0,0,  1,6,  1 
DATA  255,63, 
76, 176, 152, 2 
DATA  0,0,0,0 
54, 127, 240, 2 
DATA  13, 13,2 


52, 248 
DATA  0,0,84, 
1  ,31  ,27,  31  ,  i 
DATA  255,255 
5,0. 254, 254, 
,0 

DATA  0,0,0,0 
,24, 6,1,0 
DATA  0,0, 16, 
,2,1,0 

DATA  24, 126, 
, 0, 24, 60, 90. 
DATA  0,0,0,2 
2,2,21,75,21 
DATA  130, 16, 
4, 7,  42,  133,  1 
DATA  168,210 
0, 40, 68, 82, 5 
DATA  0,0,0,0 
10,21, 10,21, 
DATA  128.144 
0 

GRAPHICS  17: 
COLOR  0,0,0: 
COLOR  2,4,25 


65, 129, 153, 165, 66, 6 

, 85, 170, 85, 170, 85 

B, 254,  15,  15.31,31,0 

2,  152 

63, 31, 31, 15,31,61, 1 

16,220, 252,248, 224 

,  128,96, 48, 25, 0,28, 

40, 248, 24B 

5, 27, 59, 63, 31,7, 255 

, 248, 240, 248, 188 

124,  108, 56,  56,  189, 2 

4, 14, 14, 94 

, 255, 255, 170, 255, 25 

254, 254, 170, 254, 254 

,0,0, 255, 0,0, 0,0, 32 
B,4,2, 1,0,0,8,4,4,2 


90, 219, 24, 36, 66. 195 
24, 36, 0, 0 
4,24,0,0,0,  16,0,2,7 

64,  162, 72,  160,  90, 22 

8,5,32,4,0 

, 168, 64, 18, 64, 8, 32, 

,  10,21,  10 

,  1  ,  2, 4,  16, 85, 42, 21  , 

40 

, 0,  144, 72,  164, 80,  16 

SETCOLOR  4,12,6:SET 
SETCOLOR  1,0,10:SET 
RETURN  O 


ATARr40(r 
AND  800* 
OWNERS 


Question  #6: 

How  can  you  have  64K 
RAM  and  complete 
compatibility  with  all  Atari 
products? 

A.  Weld  3  computers  together 

B.  Drugs 

C.  The  Mosaic  64K  RAM  Select 

D.  Exercise 

E.  All  of  the  above 


ZOfiE-ZtS-OOS-l 

]\e3  'is\esQ  3IVSOW  I^WE'Iu  jnoX  pup  uoni'uijojui 

3JOIU  joj   agqeiieAE  puiif  sji  jo  uia)sXs  Xjouidiu  paouPApp 


70    COMPUTE!    October  1983 


Let  your  Atari  experience  the 

mpp 

iViPP-1150  Printer  interface 


Replaces  Atari  850™  Interface  Module. 

Compatable  with  all  software  [including  Visicalc™, 

Text  Wizard™,  Rlemanager  800™,  etc.]. 

5  foot  cable  with  Centronics  plug  [compatible  with  Epson, 

NEC,  Prowriter,  etc.]. 

2  year  warranty. 

Connects  to  serial  bus  on  connputer. 

Supports  serial  printer  with  additional  cable. 

Works  on  ALL  Atari  Computers. 


only 


MPP-1 


III 


IVioclem 


•  No  Atari  850™  Interface  Module  needed 

•  Smart  Terminal  Software  on  Cartridge. 

•  Direct  Connect  to  Phone  Line. 

•  Connects  to  Joystick  Port. 

•  Works  on  ALL  Atari  Computers. 

Smart  Terminal  Features: 

•  Multiple  Buffers 

•  Off-LJne  Editing 

•  Upload/Download  of  Text 
and  Programs 

•  Rjil/Half  Duplex 

•  Supports  XMODEM  Protocol 


9viitpJiO^ 


MPP-1000C 

Mod  am 


qO  Q  o  L. 


•  ASCII/ATASCII  Translation 

•  Allows  Transfer  of  RIes 
Larger  than  Memory 

•  Variable  Baud  Rate 

•  Parity  Options 

•  1 00%  Machine  Language 


new 


lo\A/  price 


miCROBITS  PERIPHERAL  PRODUCTS 

225  W.  Third  Street  •  Albany,  Oregon  97321  •  (503]  967-9075 


Moving  Maze 


Matt  Giwer 


Can  you  maneuver  through  "Moving  Maze"  while 
fighting  time  and  avoiding  the  relentless  pursuit  of  the 
Rover?  Impossible?  Try  it  and  see.  Written  for  the  Atari 
with  joystick,  versions  are  included  for  the  unexpanded 
VIC  (joystick  optiottal)  and  the  64  with  joystick. 


During  a  stop  for  refueling  on  an  out-of-the-way 
planet,  you  meet  a  mysterious  old  man  who  offers 
you  the  key  to  a  fantastic  treasure  buried  deep 
within  a  mountain.  Many  have  tried  to  get  to  it, 
but  all  have  been  stopped  by  the  unspeakable 
Rover  of  the  Maze.  The  old  man  has  the  master 
control  to  a  moving  maze  which  guards  the  treas- 
ure. With  his  dying  gasp  he  puts  it  in  your  hand. 
It  looks  like  an  antique  Atari  joystick.  "Push  the 
button,"  he  says,  "and  you  will  control  the  maze." 
Never  being  one  to  pass  up  an  adventure,  you 
start  off  toward  the  mountain. 

When  you  get  there  you  find  yourself  on  one 
side  of  a  slowly  moving  maze.  Every  once  in  a 
while  the  dark  red  Rover  passes  your  way.  If  you 
push  the  button  on  the  joy- 
stick, the  maze  speeds  up; 
if  you  release  the  button, 
the  maze  slows  down. 
Armed  with  that  secret 
you  enter  the  maze.  To 
get  the  treasure  you 
must  move  as  far  as  you 
can  to  the  right  side  of 
the  screen. 

Game  Movement 

"Moving  Maze"  uses 
Player/Missile  Graphics 
with  string  manipulation. 
The  heart  of  the  game  is 
the  technique  in  lines  2210 
and  2217.  This  routine 
scrolls  the  dimensioned 
PM$  RAM  that  is  devoted 
to  Players  1,  2,  and  3.  In 

72    COMPUTE     October  1963 


A  ship  is  about  to  enter  the  maze  in  the  VIC  version  of 
"Moving  Maze." 


this  game  the  vertical  yellow  lines  that  form  the 
maze  are  these  players.  The  speed  is  controlled 
by  lines  2400  and  2410,  where  the  scrolling  is  in- 
creased or  decreased  with  each  pass  through  the 
loop. 

You  move  verticall)'  and  horizontally  with  a 
joystick.  The  difference  in  the  two  motions  is  that 
you  can  move  horizontally  only  one  increment  at 
a  time.  This  is  controlled  by  setting  and  unsetting 
the  flag  (Fl)  in  lines  2300,  2301,  and  2305,  and  is 
necessary  due  to  the  speed  with  which  the  pro- 
gram executes  and  the  lack  of  sensitivity  of  the 
Atari  joystick.  Without  this  flag,  it  is  too  easy  to 
move  two  steps  at  once  and  crash  into  a  wall. 
Hitting  a  maze  wall  costs  you  one  life  and 
sends  you  back  to  the  start.  If  the  Rover  runs  over 
you,  it  costs  you  two  lives  (but  sometimes  you 
will  be  lucky  and  lose  only  one  and  not  be  sent 
back  to  the  beginning).  You  have  five  lives  to  lose. 
Your  final  score  will  be  300  points,  less  one  point 
per  second  it  takes  you  to  get  through,  plus  100 
points  for  each  life  you  have  left  when  you  finish. 

The  maximum  score  is  800 
points,  but  it  is  impos- 
sible to  achieve.  A  good 
score  is  750. 


Obstacles 

The  first  difficulty  is 
maneuvering  through 
the  walls  of  the  maze, 
which  are  set  up  in  the 
subroutine  at  the  5000 
lines.  Note  that  in  line 
55  the  PM$  was  not 
cleared  to  all  blanks  but 
was  set  to  146.  This 
turned  on  bits  1,  4,  and 
7,  which  are  those  cor- 
responding to  2,  16,  and 
128,  respectively.  Thus 
their  sum,  146,  is  put  into 


frtmBf:-^^^^0^1'^:0^^^^ 


In  the  flash  of  one  second, 

Delta-10  can  print 

the  alphabet  six  times. 


At  160  cps,  100%  duty  cycle,  Delta-10  is 
built  for  speed.  It's  the  dot  matrix  printer  that 
quickly  strikes  up  an  intense  working  relation- 
ship with  your  computer. 

There's  no  nonsense.  Delta-10  performs 
with  serial  and  parallel  interfaces  as  standard. 
The  8K  buffer  gives  Delta-10  the  1 1 

power  to  instantaneously  store  and 
print  data  as  it  frees  your  computer 
to  continue  its  job.  Turn  Delta  on 


m 


microoici'inc 

THE  POWIR  BEHIHD  THE  PRINTED  WORD. 

Computer  Peripherals  Division 
P.O.  Sox 612186.  Dalias/FI.  Wof Ih  Airport,  TX  75261 


and  it  can  print  three  crisp  copies  simul- 
taneously at  the  continuous  speed  of 
160  cps. 

And  Delta-10's  performance  isn't  only  meas- 
ured in  swiftness.  There's  the  diversity  of  its 
character  fonts,  its  true  descender  matrix, 
and  its  underlining  ability 
3/      Star's  new  Delta-10.  Designed 
^  for  red-hot  efficiency  And  isn't 
that  what  you  need? 


fn 

i 

n 


JS&DDOS 


\iasi^ 


FORCE 


^-p- 


BusGard^ 


NEW! 


BusCard  allows  you  to  expand  the 
capabilities  of  your  Commodore  64. 
It  gives  you.  easy  to  use  "BASIC  4" 
commands  and  the  fast  IEEE  interface 
for  access  to  the  Commodore  Business 
Machines  line  of  peripherals,  including 
high  capacity  dual  drives  and  hard  disk 
systems,  irnlike  other  interfaces, 
BusCard  is  fully  compatible  with 
software.  Wo  need  to  buy  a  printer 
interface  —  BusCard  Includes  a 
Centronics  printer  port.  Serial 
and  user  po]7ts  remain 
available  for  modem  and 
serial  peripherals.  Plus: 
machine  language 
monitor,  complete 
documentation  and  a 
one  year  warranty. 


S199 


Paperclip^** 

Professional  Word  Processor 

For  Commodore  64  and  CBM/SuperPet 


"Absolute^  t±Le  most  veraatUe  word  processor  I 

have  seen."  Midnight  Software  Gazette     March/April,  1933 

"...  a  veiy  powerful  word  processor,  with  so 
many  features  that  most  people  only  need  a         ; 
fraction  of  them"  compute'  ApriLlgsai" 

So  easy  to  use  that  even  novices  can  get 
professional  results. 

Paperclip  has  every  standard  word  processor 
function,  plus  many  exclusive  features,  including 
horizontal  scrolling  for  charts  and  wide  reports,  up 
to  250  columns,  colunm  moves,  alphanumeric 
sorts  and  arithmetic.  Works  with  80  column  cards 
and  every  popular  printer,  with  Instant  printer 
set-up.  Professional  handling  of  form  letters,  mail 
list  merge,  and  large  documents. 

Complete,  professional  and  easy  to  use.  No  where 
else  win  you  find  PaperCUp's  capabilities  at  this 
hreakthroiigh  price. 


SI25 


NEW! 
Delphi's  Oracle         '^ 

Professional  Data  Base  Management 

For  Commodore  64  and  PET/GBM 


Delphi's  Oracle  is  a  powerful  Information  handling 
program  that  allows  you  to  enter,  retrieve  and 
update  data  with  incredible  speed  and  flexibility. 

•  Large  record  size  (over  8000  characters)  •  Up  to 
99  fields  and  9  display  pages  per  record  •  Indiides 
report  writer  and  mail  label  printing  •  Design,  your 
own  forms  on  the  screen  or  on  printed  reports 

Delphi's  Oracle  brings  power  and  versatHLty 
usually  found  only  in  mainframe  or  minicomputer 
systems,  with  provision  for  safeguarding 
accurate  data  entiy,  and  excellent  flexibility  in 
searching  for  records. 


SI50 


INCLUDED 


FOR  MOKE  IlJFORMAnO]Sr  AND  YODB  NEAREST  DEALER: 


Citg^  Software  Distributors 
US  TOLL  FREE:  800-55B-1008 

73S  W.  Wisconsin  Ave. 

MUwaukse,  Wl  53233 

Software  International 
560  N.  Mountain  Ave. 
Upland,  CA  91786 
714-981-7640 


Batteries  Included 
186  Queen  Street  West 
-5bronto,  Ont.  M5V  IZl 
416-596-140S 

Software  Distritiutors 
10083  W.  Jefferson  Blvd 
Culver  City,  CA  90230 
Cal:  800-252-4025 
US:  800-421-0814 


CBM  Systems 

7668  Tfelegraph  ad 

City  of  Commerce,  CA  90040 

213-904-0111 

Kapri  International 
7419C]ybournAve. 
Sun  VaU^.GA  91352 
213-766-2774 


PET/CBM  and  Cammodora  64  are  trademarks  of  Commodore  Electronics,  Ltd. 


all  of  the  string  characters.  In  lines  5000  through 
5040  I  set  some  of  these  lines  to  other  combinations 
of  2,  16,  and  128,  specifically,  18,  130,  and  144. 
This  sets  up  a  random  series  of  openings  in  the 
lines.  However,  since  this  is  random,  there  may 
never  be  an  opening  in  some  walls,  so  lines  5050, 
5060,  and  5070  create  such  openings.  Line  5073 
puts  blanks  into  the  Missile  and  Player  0  pages, 
and  lines  at  5080  read  in  the  shapes  for  Player  0 
and  the  Rover  which  are  the  combination  of  the 
four  missiles.  Player  0  has  two  shapes,  the  normal 
playing  shape  and  the  explosion  shape. 

The  next  difficulty  is  avoiding  the  Rover, 
who  sweeps  the  corridors  of  the  maze.  Its  move- 
ment is  not  totally  random,  however.  In  the 
routine  at  5200,  the  range  of  the  random  variable 
for  the  Rover  depends  upon  your  location  in  the 
maze.  If  you  are  outside,  all  corridors  are  equally 
likely.  However,  the  farther  you  get  into  the  maze, 
the  less  "choice"  the  Rover  has.  When  you  are  in 
the  last  corridor,  the  Rover  roams  only  the  last 
two  corridors.  Thus,  the  closer  you  get  to  exiting 
the  maze,  the  more  likely  the  Rover  is  to  attack 
you  in  that  corridor.  Since  the  Rover  (the  com- 
puter) knows  where  you  are,  it  can  attack  you 
more  frequently  when  you  are  closest  to  winning. 
The  Rover  is  not  a  typical  adversary. 

Colliding  with  the  maze  wall  is  handled  in 
the  5100  lines.  This  routine  writes  in  the  explosion 
shape,  provides  an  audio  effect,  decreases  the 
lives,  does  some  housekeeping,  and  then  puts 
the  player  back  to  the  beginning  with  the  original 
shape.  The  5400  lines  handle  being  run  over  by 
the  Rover. 

Other  Game  Features 

The  routine  at  line  5700  handles  the  timing  and 
scoring  for  the  game.  Line  5700  calculates  the 
number  of  seconds  since  the  internal  clock  in  re- 
gisters 18,  19,  and  20  was  reset.  When  the  game 
first  comes  on,  it  has  measured  the  time  since  the 
GRAPHICS  0  call  in  line  30018,  which  resets  them 
automatically.  These  are  reset  within  the  game  in 
line  5790.  Register  20  is  read  first  and  reset  last 
since  it  changes  the  fastest.  This  method  also  gives 
the  most  accurate  time  measurement. 

Line  5710  determines  the  score,  and  the  sec- 
ond statement  in  that  line  requires  that  you  com- 
plete the  maze  to  get  any  score  at  all.  Therefore, 
winning  requires  completing  the  maze  and 
moving  your  player  to  the  right.  The  rest  of  the 
lines  are  resets  for  a  new  game. 

Finally,  the  data  for  the  player,  the  Rover, 
and  the  explosion  are  in  lines  10000-10020. 

The  string  manipulation  technique  in  this 
game  uses  scrolling  to  good  advantage.  It  permits 
the  user  to  control  the  speed  of  the  motion  and  to 
employ  it  in  the  game  as  an  additional  control 
variable.  This  adds  complexity  and  requires  more 

76    COMPUIB    OcSober1983 


than  a  little  getting  used  to  in  order  to  play  the 
game  well. 

The  technique  also  permits  a  very  compact 
game.  The  program  requires  a  bit  over  5K  and, 
when  running,  well  under  lOK.  Further,  I  made 
no  use  of  the  unused  2K  in  PM$  but  rather  DIMen- 
sioned  another  array  B$  for  convenience.  As  to 
the  power  of  this  technicjue,  it  would  be  difficult 
to  find  another  game  using  full  P/M  graphics  in 
single-line  resolution  with  as  much  motion  and 
challenge  that  uses  so  little  RAM.  This  is  why  I 
urge  you  to  examine  and  master  the  technique. 

Program  1:  Moving  Maze  -Atari  Version 


S0  DIM  PM* (4096) , E* (250 

55  PM*  C  1  > =CHR* (146)  :PM* 
46) :PM» (2) =PM* ( 1 ) 

56  B* ( 1) =CHR« (0) : B« (250 
2) =B* ( 1 > 

90  SP=0 

1900  GOSUB  30000: BOSUB 

00:GOSUB  5800 

2100  FOR  1JI<:  =  0  TO  1  STE 

2120  IF  S1=0  THEN  BOSUB 

2210  PM«  (ST-76a,ST--768  + 

24 + 25 5- SP, ST +1024+ 

67+SP, ST-1 >=PM* (ST 

SP) 

PM*(ST+2«256+l+SP, 
(ST-767+SP, ST-1 ) : P 
512+SP) =PM» (ST-768 
T=STICK (0) : IF  T=15 
TO  2350 
IF  Fl=l  THEN 
Fl=l : IF  T>12 
PX=PX+6* (T=7) 
) -6* (PX>199) 
PX=PX+6*  <T  =  7) 
) -6* (PX>200) 

2350 
PY=PY+10»(T=13)-10 
Y<35) -10* (PY>225> : 
, ST+2B3+PY) =B« (1,5 
PMY=PMY+10: IF  PMY> 
B  5200 

PM» (ST+4a6-PMY, ST+ 
1  ,78) 

IF  PEEK (53260) <>0 
00 
IF 
00 
IF 


2217 


2300 

2301 
2305 

2310 

2314 


2320 
THEN 

-6«  (T 
POKE 

-6»  (T 
POKE 


2320 

2350 

2360 

2365 

2370 

2400 

2410 

2500 
2501 
2900 
4999 
5000 

5010 

5020 
5030 


PEEK  <5325B) <  >0 


THEN 


STRIG (0) =0 
P>200  THEN  SP=200 
IF  STRI6(0)=i  THEN 
P<0  THEN  SP=0 
IF  PX>ia0  THEN  Sl= 
IF  LIVES<=0  THEN  S 
NEXT  UK 

REM  SET  UP  MAZE  & 
FDR  I=ST+512  TO  ST 

32 
T=INT (30«RND (0) ) +1 

IF  T<28  THEN  FDR 
(  I+a ,  I  +  J  >  =CHR* ( IB) 
IF  T>27  THEN  IF  T< 
=0  TO  31:PM* ( I+J, I 
:NEXT  J 

IF  T>2S  THEN  FOR  J 
I+J,  1+J>  =CHRt (144) 


) 

( 1096) =CHR« ( 1 

) =CHR« (0) ; B* ( 

5000: GOSUB  52 

P  0 

5700 
SP) =PM« (ST+10 
255) : PM* (ST-7 
+512, ST+1280- 

ST+5*256) =PM» 
M*  <ST  +  512, ST  + 
, ST-76a+SF) 
THEN  F1=0:GO 

2320 

=  1  1  ) +6* (PX<55 

53248, PX 

=  1  1 ) +6* (PX<56 

53248, PX: GOTO 

« (T=14) +10*  (P 

PM* (ST+236+PY 

7) 

506  THEN  GOSU 

513-PMY) =B* (5 

THEN  GOSUB  51 

THEN  GOSUB  54 

SP=SP+1 : IF  S 

SP=SP-2: IF  S 

0: WIN=1 
1=0 

PLAYER 
+5*256-1  STEP 

:  IF  T>25  THEN 
3=0    TO  31:PM* 
:NEXT  J 
29  THEN  FOR  J 
+J) =CHR* ( 130) 

=0  TO  31:PM*( 
:NEXT  J 


JUMPMAN'SAGREATGAME. 
BUT  YOU'VE  GOTTO  WATCH  YOUR  STER 


■w:ij'i5-wr 


■%^.i 


SV- 


Meet  the  Alienators.  A  fiend- 
ish bunch  who've  planted  bombs 
throughout  your  Jupiter  Command 
Headquarters. 

Your  job?  Use  your  lightning 
speed  to  scale  ladders,  scurry 
across  girders,  climb  ropes  and  race 
through  30  levels  to  defuse  the  bombs  before  they  go  off. 

That's  the  kind  of  hot,  non-stop  action  we've 
packed  into  the  award-winning* best-selling  Jumpmanr 
and  into  Jumpman  Jr.'"our  new  cartridge  version  with 
12  all-new,  different  and  exciting  screens. 

Both  games  force  you  to  make  tough  choices. 
Should  you  avoid  tiiat  Alienator,  climb  to  the  top 


and  try  to  work  your  way  down,  or  try  to  hurdle 
him  and  defuse  the  bombs  closest  to  you 
before  they  go  off? 

If  you  move  fast  you'll  earn  extra  lives. 
But  if  you're  not  careful,  it's  a  long  way  down. 

So  jump  to  it.  And  find  out  why  Jumpman 
and  Jumpman  Jr.  are  on  a  level  all  their  own. 

One  to  four  players:  8  speeds;  joystick 
control.  Jumpman  has  30  screens.  Jumpman  Jr. 
has  12  screens. 


Epyx 


snisnevGAMts  nti  THiMoioii-GmE  pumtt. 

*1983C.E.S.  aw.irri  winner. 


5040 

NEXT  I 

5730 

5048 

REM  ASSURES  A  PASSAGE  THROUGH  T 

HE  MAZE 

5731 

5050 

FOR  J=0  TO  31 :PM« (768+ST+J , 768+ 

ST+J) =CHR* < IB) : NEXT  J 

5732 

5060 

FOR  J=0  TO  31 : P«* t 1024+ST+J, 102 

4+ST+J) =CHR*(130) ;NEXT  J 

5733 

5070 

FOR  J=0  TO  31 : PM* ( 1 132+ST+J j 1 15 

2+ST+J) =CHR* ( 144) : NEXT  J 

5740 

5073 

PM* (ST, ST +250) =B*:PM«<ST+256,ST 

5750 

+506) =B* 

5780 

5079 

PY=128: PX=67 

5080 

FOR  1=1  TO  7:READ  A: B* (20+ I , 20+ 

5781 

I)=CHR«<A>  :NEXT  I  :  PO.  .E  5324B,PX 

5783 

:POKE  704, 78:PM* (ST+246+PY, ST+2 

96  +  PY) =B*  CI  , 57) 

5784 

50B5 

FOR  1=1  TD  8: READ  A : B* ( 60+ I , 60+ 

I )=CHR« (A) : NEXT  I 

5790 

5087 

FOR  1=1  TO  16:READ  AsB*t90+I,90 

+  I)=CHR*(A)  -.NEXT  I 

5B00 

5090 

RETURN 

5810 

5099 

REM  HIT  WALL 

5815 

5100 

POKE  53278,0 

5820 

51  10 

PM*  CST  +  246  +  PY, ST  +  293  +  PY) =B*  (80, 

5825 

106) 

5830 

5120 

FOR  J=15  TD  0  STEP  -2:F0R  1=250 

5890 

TO  50  STEP  -50:SOUND  0,I,6,J:N 

10000 

EXT  I:NEXT  J : SOUND  0,0,0,0 

5130 

LIVES=LIVES-1 

10010 

5131 

POSITION  35,0:7  LIVES; 

5182 

PM* (ST  +  246  +  PY, ST  +  276  +  PY>=B»  <220 
,  250) 

10020 

5184 

PY=128: PM* (ST+236+PY, ST+283+PY) 

30000 

=B* < 1 ,57) : PX=67:PDKE  53248, PX 

30018 

5190 

RETURN 

30022 

5199 

REM  SETS  RANDOM  PATH  FOR  ROAMER 

5200 

J=8:IF  PX>66  THEN  IF  PX<79  THEN 
J=9:B0T0  5220 

30030 

5201 

IF  PX>78  THEN  IF  PX<91  THEN  J=S 

31000 

:GOTD  5220 

31010 

5202 

IF  PX>90  THEN  IF  PX<103  THEN  J= 

7:6DTO  5220 

31020 

5203 

IF  PX>102  THEN  IF  PX<115  THEN  J 

31022 

=6:B0T0  5220 

31030 

5204 

IF  PX>114  THEN  IF  PX<127  THEN  J 
=5:60T0  5220 

31040 

5205 

IF  PX>126  THEN  IF  PX<139  THEN  J 
=4: GOTO  5220 

31041 

5206 

IF  PX>138  THEN  IF  PX<151  THEN  J 

31090 

=3: GOTO  5220 

32000 

5207 

IF  PX>150  THEN  J=2 

5220  T=INT(J»RND( 
:PMY=230 

5230  POKE  53255, P 
DKE  53253, PM 

5290  RETURN 

5399  REM  ROAMER  H 

5400  POKE  53278,0 
5410  FDR  1=250  TD 

=15  TO  8  STE 
5420  SOUND  0,1,10 
NEXT  J:NEXT 

5480  SOUND  0,0,0, 

5481  POSITION  35, 
5490  RETURN 

5700  SECS=INT( (PE 
9) «256+PEEK ( 

5710  SCR=300-SECS 
(WIN=1 ) :POKE 

5711  IF  SCR>HSCR 
5720  POSITION  22, 

S:  "sLIVES; 

78    COMPUH!    October  1983 


0) >+l:PM=178-T«12-3 

M:POKE  53254, PM+2:P 
+4;POKE  53252, PM+6 

ITS  PLAYER 

190  STEP  -30:FOR  J 
P  -1 

, J: SOUND  1,1,6, J-4: 
I  : LIVES  =  LIVES-1 
0:SOUND  1,0,0,0 
0!?  LIVES; 

EK ( 18) «65536+PEEK ( 1 
20) ) /60) 
+100*LIVES: SCR=SCRt 

623, 18 
THEN  HSCR=SCR 
0:?  "<:6  SPACES>LIVE 


POSITION  22, 1 : 
ECS;  ■•    ■■  ; 
POSITION  22,2: 
^3  3PACESJ"; 
POSITION  22,3: 
HSCR 

POSITION  22,4: 
TART" 

IF  STRIG(0)=1 
GQSUB  5800 
POKE  623, 17: SI 
SECS=0: SP=0 
POSITION  35,0: 
PM*  <ST  +  246  +  PY, 
,  250) 

PY=12a: PM*  <ST  + 
=B* (1 ,57) : PX=6 
POKE  1S,0:POKE 
ETURN 

POKE  18.0:POKE 
POSITION  22,0: 
POSITION  22, 1 : 
POSITION  22,2: 
POSITION  22,3: 
POSITION  22,4: 
RETURN 
DATA  128,224, 
28 

DATA  255,255, 
55, 255 

DATA  24,60, 12 
24, 24, 24, 24, 2 
REM  PM  SETUP 
GRAPHICS  0 
POKE  559,62sP 
623, 17 

POKE  752, 1 : ? 
710,96:POKE  7 
REM  FIND  PMBA 
ADHI=INT (ADR ( 
0=ADR (PM*) -25 
P=INT ( (ADHI+a 
POKE  54279, P« 
ST=8»P*256+10 
POKE  53249,75 
OKE  53251 , 147 
FOR  1=1  TO  3; 
KE  704+1,218: 
RETURN 
SAVE  '■D:MA2E" 


?  "   SECONDS:   " ; S 

?  "SCORE:   ■■  ;  SCR;  " 

?  "HIGH  SCORE:   "; 

?  "PUSH  TRIG  TO  S 

THEN  5740 

=1 : LIVES=5: WIN=0: 

?  LIVES; 
ST+276+PY)=B*(220 

236+PY, ST+283+PY) 
7:P0KE  53248, PX 
19,0:POKE  20,0:R 


19,0:POKE  20,0 

?  "ti2  spaces: 

7  "{16  SPACES> 

?  "tl6  SPACES> 

?  "tl6  SPACES> 

?  "{IS  SPACES> 


248, 252, 248, 224,  1 

255, 255, 255, 255,2 

6, 255, 255, 126,60, 
4, 24, 24, 90, 126 

OKE  53277, 3:P0KE 


"{CLEAR>  "; SPOKE 

09, 12: POKE  712, 96 

SE 

PM*) /256) :REM  ADL 

6»ADHI 

)  /S) 

8 

24-256-ADR(PM*) 

SPOKE  53250, 1 11:P 

POKE  53256+1, 3;P0 

NEXT  I 

"Moving  Maze,"  Atari  version. 


^saysyou 

cant  beat 
Gridruimer. 

Gridrunner™  is  the  toughest,  fastest,  arcade 
quality  game  ever  to  challenge  a  Commodore"''  or  Atari® 
computer  owner. 

How  tough  is  Gridrunner? 
So  tough  that  He^are™  is  offering  $5  just  for 
taking  the  Gridrunner  challenge.  And  you  don't  even  have 
to  beat  the  game  to  get  the  greenbacks.  There's  a  check 
right  inside  every  Gridrunner  box,  good  for  $5  off  your  next 
HesWare  purchase.  You  spend  your  check  right  in  the 
store,  on  your  choice  of  exciting  HesWare  action,  education, 
and  computer  utility  programs.  Even  HesWare  peripherals. 

No  one,  not  even  the  author,  has  ever  reached 
even  the  14th  level  of  Gridrunner  But  maybe  you've 
got  what  It  takes  to  go  all  the  way  to  the  31st 
level  (20  levels  on  VIC  20™  version).  Maybe  you 
can  master  the  patterns  of  the  X/Y  Zappers. 
And  stop  the  Gridsearch  Droids  before  they 
mutate  into  lethal  Pods. 

The  Gridrunner  challenge.  Just  one    . 
of  the  ways  that  HesWare  is  expanding  the 
computer  experience.  Look  for  all  the 
HesWare  products  at  your  ^avorite 
software  retailer. 


V'C  ^0  tnd  Horn  motiore  ^4  are  trademarks  fit  Commodore  Electronics  Lid.  Alar"  isa  irademarkol  Atari.  Inr 


20 


25 


30 


35 

40 

45 
50 


Program  2:  Moving  Maze -vie  version 

by  Marc  Sugiyama,  Programming  Assistant 

10  POKE55,94:POKE56,29:CLR 

15  PRINT"{CLR]"CHR$(8) ; : SS=36879 :CS=36865 
: FF=2  5  5 : POKECS , FF : F8=484 : Z4^4 ; Z5  =  5 : RL= 
62:RB=63 

DS=36869:SE=8164:T3=23:F4=44:H4=64:V1= 
36875 :DEFFNA(J)=Z3+J*Z3+S+F8*{JANDZ1) 
DIMTC5),D(4),K{4):23=3:SP=160:KS=197:Z 
Q=2:RB=7673:RC=7665:RM=1:BU=198:S2=.94 
:SN=1 

H8=128 :H3=32 : S=7680 :RS=57 : Z0=0 : Zl=l : SK 
=5;T2=22:T1=21:SH=57:ML=7518:ZB=176:LI 
=  3 

F0RI=1T04:READD(I) ,K(I) :NEXT: JD=37154 : 
Jl=JD-3 : J2=J1+X :POKEJD, 127 
FORI=1TO7:FORJ=0TO7:READA;POKE76 16+1*8 
+ J, A: NEXT: NEXT 

FORI=7518T07614:READA:POKEI,A:NEXT 
POKESS-l,10:A?="lRVS} {WHT} {3  SPACES} 
tOFF}{RED39{RVS]{2  SPACES] {OFF} {CYN 3 9 
{RVS3{2  SPACES 1 { OFF) {pur} 9 [RVS] 
{2  SPACES} {off} {GRN}9{ RVS} {2  SPACES  3 
{0FF}{BLU}9ERVS}{2  SPACES} {off} {YEL} 9 
{RVS}  ": PRINT "{home} "; :FORI=0TO21 
55  PRINTA$"{RVS)"CHR$(160)"  " ; :NEXT:PR1NT 
A$ " {RVS} "CHR? (160) "{home}"; :P0KE8185,1 
60 

FORI=0TOLI-1:POKES+T1+T2*I,61 :NEXT:POK 
ESS , 8 : POKEDS , FF : POKECS ,25: GOT0265 
POKEVl,240sOE=OE-Zl 
FORJ=0TO5 : I FT ( J ) =Z0THEN85 
T{J)=T(J)+Z1:IFTCJ)>SKTHENP0KEFNA(J),R 
S:T{J)=Z0 
GOTO90 

IFRND ( Zl ) >  S2THENT ( J ) =Z 1 : POKEFNA ( J ) , SP 
NEXT I POKEVl , Z0 : POKESL , El : SYSML: IFPEEK { 
SL ) =E10RPEEK ( SL ) =SPTHENPOKESL , OS 
RETURN 

IFROTHEN110 

R1=RND ( Zl ) > . 5 : RD=T2+F4*R1 : RT=INT ( RND ( 

Zl ) *Z5 ) *Z3+Z4-F8*R1+S 

POKEVl , 200 : POKERC+RM, FF : POKERB+RM, FF : 

IFR1THEN125 

RM=RM+Z1 : IFRM>Z4THENRM=Z0 

GOTO130 

RM=RM-Z1 : IFRM<Z1THENRM=Z5 

POKERC+RM, H8: POKERB+RM, Zl 

POKERT , SP : POKERT+Zl , SP : RT=RT+RD : RO=RO 

+Z1 : IFRO=T3THENRO=Z0 : POKEVl , Z0 : RETURN 

POKERT , RL : POKERT+Zl , RR: POKEVl , 20 : RETU 

RN 

IFPEEK(SL) <>0STHENEM=PEEKCSL) :GOTO240 

IF { PEEK { KS ) =H3 ) =Z0AND { PEEK ( Jl ) ANDH3 ) T 

HEN165 

ZW=  ( ZW+Zl ) ANDZ3 : 1PZW=Z0THENZW=21 

ONZWGOSUB65 , 100 , 65 iGOT0145 

DI=Z0:A=PEEKCKS) :IFA<>H4THEN195 

IF ( PEEK { J2 ) ANDH8 ) =Z0THENDI=Z4 : GOTO20  5 

J=PEEK(J1) :IF(JANDZ4)=Z0THENDI=Z1:GOT 

O205 

IF ( JANDB ) =Z0THENDI=2 : GOTO205 

IF(JAND16)=Z0THENDI=Z3 

GOTO205 

F0RI=1T04 : IFA=K( I )THENDI=I 

NEXT 

IFDI=Z0THEN235 

IFDI=Z3THENOE=OE-SN:IFINT((SL-S)/T2)= 

(SL-S)/T2THEN235 

IFDI=Z4THEN0E=0E+SN 


60 

65 
70 
75 

80 
85 
90 

95 
100 

105 

110 

115 
120 
125 
130 

135 

140 

145 
150 

155 
160 
165 
170 
175 

180 
185 
190 
195 
200 
205 
210 


VIC  Notes 

Marc  Sugiyama  Prograinming  Assistant 

The  VIC  version  of  "Moving  Maze"  (Program 
2)  uses  thie  same  game  layout  as  the  Atari 
version,  but  the  rules  of  the  game  tiave  been 
changed.  Whenever  you  run  into  a  wall  or 
the  Rover,  you  are  sent  back  to  the  beginning 
of  the  maze,  without  exception.  You  man- 
euver through  the  maze  using  the  I,  J,  K, 
and  M  keys  or  a  joystick.  Pressing  the  space 
bar  or  the  fire  button  on  the  joystick  causes 
the  maze  to  speed  up,  but  you  lose  one  point 
every  time  the  maze  moves.  You  cannot  move 
while  the  joystick  button  or  the  space  bar  is 
depressed.  When  you  complete  a  maze, 
another  will  appear,  but  the  openings  in  the 
walls  will  be  smaller.  The  game  ends  when 
you  lose  all  five  lives. 

Moving  Maze  uses  up  almost  all  of  the 
memory  of  an  unexpanded  VIC,  so  do  not 
enter  any  extra  spaces  or  REMs.  Also,  the 
program  will  not  handle  VIC's  floating 
memory,  so  remove  any  expansion  memory 
cartridges. 


215 


80    COMPUTE!    October  1983 


220  EL=SL+D(DI) i IFEL<SOREL>SE+TlTHEN235 
225  POKEVl, 220 :E1=EM:EM=PEEK( EL) :IFEM<>SP 

THEN240 
230  POKESL ,  SP :  0S=SH+DI :  POKEEL ,  OS  :  SL=EL 
235  ZQ=23-ZQ : POKEVl , Z0 : ON2QGOSUB70 , 1 00 : GO 

T0145 
240  IFEM0224THEN255 
245  POKEVl, 0:SN=SN+1:SK=SK-1:1FSK<2THENSK 

=2 
250  FORI=1T05:POKESS, 25:A=TAN(I ) :P0KESS,8 

1 A=TAN ( I ) : NEXT : GOT0265 
255  POKESL , RS : POKEVl , 0 ; POKEVl+2 ,129: FORI= 

15TO0STEP-1 :P0KESS-1,I:A=TAN(I) :NEXT 
260  POKEV1+2,0:POKESS-1, 10:LI=H-^:1FLI=- 
1THEN270 
265  POKESL, El : SL=7922 :0S=61 : EM=OS ;E1=EM: P 

OKESL,OS:POKES+Tl+T2*LI,SP;GOT0145 
270  POKEVl , 0 : POKECS , FF : POKESS , 42 : POKEDS , 2 

40:PRINT"{CLR}{OFF}{2  DOWN] { WHT 3  YOU 

{space} HAVE  USED  ALL  OF" 
275  PRINTSPC(5)"Y0UR  LIVES  ... {DOWN} " 
280  PRINTSPC(7) "SCORE: "OE: IFOE>HITHENHI=0 

E : PRINT" {RVS}", • 
285  PRINT" {2  RIGHT}HIGH  SCORE £oFF} : "HI :0E 

=0 
290  PRINT" {down} [2  SPACES}PLAY  AGAIN  (Y/N 

) ? " : POKECS , 25 : POKEBU , 0 
295  GETA$ : IFA$  <  > "Y"ANDA$  <  > "N"THEN295 
300  I FA?= " Y"THENPOKECS ,255: LI=3 : SK=5 : GOTO 

50 
305  PRINT"{CLR}{bLU]"; : POKE JD, FF : POKESS, 2 

7:  END 
310  DATA  -22,12,22,36,-1,20,1,44 
315  DATA  126,126,126,126,126,126,126,126 
320  DATA  16,56,108,198,130,254,146,130 
325  DATA  130,146,254,130,198,108,56,16 


INTRODUCING  A  REAL-TIME 

WARGAME  SO  FAST  YOU'LL  CALL 

IT  A  STRATEGY  ARCADE  GAMEI 


At  SSI,  we're  the 
first  to  admit  that  the 
last  thing  our  war- 
games  are  famous  for 
is  their  speed  of  play. 
But  then,  our  strategy 
games  are  designed 
to  challenge  your 
mental  —  rather  than 
manual  —  dexterity. 

Now,  don't  get 
us  wrong.  We 
love  real-time 
arcade  aaion  as 
much  as  the  next 
person.  So  we've 
put  a  great  deal  of 
energy  to  develop  a 
game  that's  the  per- 
fea  union  of  these 
two  worlds:  heart- 
pounding  arcade 
excitement  in  a 
thought-provoking, 
tactically  challenging 
wargame. 

Today,  like  proud 
parents,  we  are 
delighted  to  announce 
the  successful  culmi- 
nation of  our  efforts: 
COMBAT  LEADER." 

In  every  way, 
COMBAT  LEADER  is 
the  Ideal  first-born  of 
this  new  hybrid  of 
strategy  arcade  war- 
games. 

As  a  strategy  simu- 
lation, it  has  all  the 
detailed  rules  to  make 
you  feel  like  a  real 
tjattle  commander 
poised  to  engage 
enemy  tanks  and 
infantry  on  a  scrolling 
map  display  of  foliage, 
hills,  open  and  rough 
terrain.  For  example. 


TC. 


•\ 


■^ 


COMBAT  LEADER 

On  48K  disk  or  cassette  for  the  ATARI®  400/800/1200;  $39.95.      ware  or  game  store 


there  are  complete 
ratings  of  armor  thick- 
ness and  strength, 
speed  and  fire  accu- 
racy for  over  70 
historical  and  modem 
tanks.  Accurate  rules 
govern  visibility  and 
enemy  sightings. 

As  an  arcade  game, 

COMBAT  LEADER 

doesn't  let  any  of 

these  details 
slow  down  your 

play.  The  computer 
handles  all  "book- 
keeping" chores  while 
giving  you  real-time 
action:  Your  troops 
look,  retreat  advance, 
paffol  and  ftre  the 
instant  you  order 
them  to  do  so.  No 
waiting,  no  pause.  In 
faa.  the  pace  is  so 
fast  we  had  to  pro- 
vide slower  levels  of 
play  to  give  you  a 
chance  at  this  game. 

At  SSI,  we  make  it  a 
habit  to  keep  adver- 
tising h^fje  down  to  a 
minimum.  So  when 
we  say  this  is  one  of 
the  fastest  and  finest 
games  around 
(strategy/  or  arcade), 
we  don't  do  so  lightly. 
Our  14-day  money- 
back  guarantee 
promises  you'll  agree 
with  us  once  you  get 
your  hands  on  it. 
■™       To  do  that  ail  you 
have  to  do  is  visit  your 
local  computer/soft- 


todayl 


If  there  are  no  convenient  stores  near  you,  VISA  and  Mastercard 
holders  can  order  dirert  by  calling  SOO-227-1 61 7,  ext.  33S  (toll 
free).  In  California,  call  800-772-3545,  ext  335. 


FROM  SSI 


To  order  by  mall,  send  your  check  to:  Strategic  Simulations  Inc 

883  Stierlin  Road,  BIdg.  A-200,  fVlountain  View,  CA  94043.  Please 
specify  disk  or  cassette.  (California  residents,  add  6.5%  sales  tax.) 


WRITE  FOR  A  FREE  COLOR  CATALOCa  OF  ALL  OUR  GAMES. 


Atari  is  a  registered  trademark  of  Atari  Inc. 


330  DATA  31,52,100,198,100,52,31,0 

335  DATA  248,44,38,99,38,44,248,0 

340  DATA  127,255,255,255,255,255,255,127 

345  DATA  254,255,255,255,255,255,255,254 

350  DATA  162,3,134,0,160,3,162,22,169,30, 

133,2,169,0,133,1 
355  DATA  177,1,133,251,24,165,1,105,22,13 

3,1,144,2,230,2,177 
360  DATA  1,133,252,165,251,145,1,165,252, 

133 , 251 , 202 , 208 , 230 , 200, 200 
365  DATA  200,162,22,169,31,133,2,169,228, 

133,1,177,1,133,251,56 
370  DATA  165,1,233,22,133,1,176,2,198,2,1 

77,1,133,252,165,251 
375  DATA  145,1,165,252,133,251,202,208,23 

0,200,200,200,198,0,208,166,96 


Guide  your  shuttle  through  the  maze,  64  version. 

Program  3:  shuttle  Escape  -  64  Version 

by  Eric  Brandon,  Programming  Assistant 

100  GOSUB3000 

110  PRIIJJTCHR?  ( 142  ) 

120  IF  PEEK(49153)<>169  THEN  GOSUB  10000: 

GOSUB  50000 
130  V=13*4096:CO=50 
140  POKE  V+16,0 
150  POKE  V+39,1:POKEV+40,1 
160  POKE  V+0,CO:POKEV+4,CO-2:POKEV+5,221 
170  POKE  V+1,200 
180  POKE  V+2,C0 
190  POKE  V+3,179 
200  POKE  V+21,3 
210  POKE  V+39,1:POKEV+40,1:POKEV+41,8:POK 

EV+42,1 
220  POKE  2040,245 
230  POKE  2041, 246 :POKE2043, 246 
240  POKE  2042,247 

250  FOR  K=l  TO  500  :  NEXT  K:POKEV+21,7 
260  GOSUB  2000 
270  1=200 
280  P=l 
290  Q=Q+.01*P 
300  P=P+.1:C=C+1 
310  I=l-Q 
320  IF  PEEK(2042)=248  THEN  POKE  2042,254: 

GOTO340 
330  IF  PEEK<2042)=254  THEN  POKE  2042,248 
340  POKE  V+l,I:POKEV+3,I-21;POKEV+5,I+21 
350  P0KES+22,P2:P0KES+23,10R(16-P2/16)*16 
360  P2=P2+P2/244 

82     COMPUTE!     October  1983 


370  IF  C=60THEN  POKEV+23,4 

380  IF  C=20THEN  POKEV+2  3,4 

3  90  IF  C=40  THEN  POKEV+23 , 0 :POKE2042 , 248 

400  IF  C<70  THEN  290 

410  POKE  2040,249 

420  POKE  2043,250:POKEV+6,CO;POKEV+7,I:PO 
KEV+21,15 

430  Q=Q+.01*P 

440  P=P+.l:C=C+l:C2=C2+.6 

450  I=I-Q 

460  IF  PEEK{2042)=248  THEN  POKE  2042,254: 
GOTO480 

470  IF  PEEK{2042)=254  THEN  POKE  2042,248 

480  POKE  V+1, I:POKEV+5,I+21 

490  NR=I4-C2*C2:NC=CO+C2*3 

500  POKE  V+7,NR:POKBV+3,NR-21iPOKEV+6,NC: 
P0KEV+2,NC 

510  IF  C=83  THEN  POKE  2043 , 251 : POKE2041 , 253 

520  IF  C=86  THEN  POKE  2043,252 

530  IF  C=89  THEN  POKE  V+21,5 

540  POKES+22,P2 :POKES+23, 10R( 16-P2/16 ) *16 

550  P2=P2+P2/244 

560  IF  I>25  THEN  430 

5  70  POKE  S+4,128 

580  POKE  V+5,I+21 

590  1=1-2 :IFI>0  THEN580 

600  POKE  V+21,1 

610  FOR  J=l  TO  2000: NEXT 

620  PRINT" E HOME} [10  RIGHT} { WHT} { 2  SPACES} 
ORBIT  ACHIEVED. ..." 

630  FOR  1=1  TO  1000; NEXT 

640  POKE  2040,244 

650  POKE  V,0:POKEV+1,117 

660  FOR  1=0  TO  348  STEP2 

670  POKE  V,I  AND  255 : POKEV+16, 1/255 

680  NEXT 

690  FOR  1=0  TO  1000:NEXT 

700  GOTO  4000 

710  POKE  53281, 12 ;POKE53280, 12: PRINT" {WHT} 

720  END 

2000  S=54272 

2010  POKES+24, 15+16+32 : POKES+23 , 1+16*5 

2020  POKES+5,0 

2030  POKES+6, 16*15+15 

2040  POKES+4,129 

2050  POKES+1,11 

2060  P2=100: RETURN 

3000  POKE  53281, 0:POKE532a0,0 

3010  PRINT" (CLR}" 

3020  PRINT"? 5  DOWN}" 

3040  T=12 

3050  PRINTTAa(T)"E7  3£RVS}£{2  SPACES} 
{RIGHT}  {RIGHT}  {RIGHT}  {RIGHT} 
{RIGHT} {3  SPACES} {right} {3  SPACES} 
{right}  {3  RIGHT}£[2  SPACES}" 

3060  PRINTTABCt)"{RVS]  (3  RIGHT}  {RIGHT} 
E SPACE} {right}  {right}  {2  RIGHT) 
[3  RIGHT}  [2    RIGHT}  {3  RIGHT}  " 

3070  PRINTTAB(T)"E*S{RVS}  6*3 {RIGHT} 

{3  SPACES} {RIGHT}  { RIGHT}  {2  RIGHT} 
{SPACE) {3  RIGHT}  {2  RIGHT}  [3  RIGHT} 
{2  SPACES}" 

3080  PRINTTAB(T)"{RVS} {2  RIGHT}  {RIGHT} 
{RIGHT)  {right}  {right)  {2  RIGHT} 
{3  RIGHT}  {2  RIGHT)  {3  RIGHT }  " 

3090  PRINTTABCt)"{RVS) {2  SPACES }{ OFF) £ 
{RVS} {RIGHT}  {right}  { RIGHT }{0FFT 
E*3{RVS}  {OFF)£{RVS}{2  RIGHT} 
{3  RIGHT}  [2  RIGHT} {OFF) E*3{RVS} 
{2  SPACES} {RIGHT ] {OFF} E*a{ RVS} 
[2  SPACES}" 


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64  Notes 

Eric  Brandon,  Programming  Assistant 

The  Commodore  64  version  of  "Moving 
Maze"  has  been  renamed  "Shuttle  Escape," 
since  it  has  a  space  shuttle  theme. 

Shuttle  Escape  plays  much  like  the  other 
versions.  The  main  difference  is  that  a  quan- 
tity called  FUEL  has  been  added  to  the  game. 
You  begin  with  2000  fuel  units  v^^hich  you 
lose  at  the  rate  of  60  units  each  second 
whether  the  shuttle  is  moving  or  not.  If  you 
touch  a  wall  or  one  of  the  roving  droids,  you 
lose  100  units  each  1/60  second.  When  you 
have  run  out  of  fuel,  the  game  is  over. 
Fortunately,  you  can  refill  your  tanks  by 
reaching  the  right-hand  side  of  the  screen. 

If  you  want  to  stop  the  game  for  a  mo- 
ment, just  hold  down  the  SHIFT  key.  If  you 
want  to  stop  the  game  for  a  longer  period  of 
time,  use  SHIFT  LOCK, 

You  can  speed  up  the  movement  of  the 
walls  by  holding  down  the  fire  button  on  the 
joystick.  This  won't  make  gaps  appear  any 
sooner,  but  it  will  speed  up  any  gaps  that  are 
already  there.  The  penalty  is  that  while  the 
fire  button  is  down,  your  fuel  disappears 
twice  as  fast. 

Programming  Shuttle  Escape  revealed 


some  interesting  problems.  The  first  is  that 
sparkle  -  little  specks  of  snow  -  appears  on 
the  screen.  Usually  this  causes  no  difficulty, 
but  when  you  try  to  use  the  VIC-II's  sprite- 
background  collision  detection  register,  it 
turns  out  that  sprites  can  collide  with 
sparkle! 

What  this  meant  to  Shuttle  Escape  was 
that  occasionally,  for  no  apparent  reason, 
the  shuttle  would  "collide"  and  you  would 
lose  100  fuel  units.  Since  moving  the  character 
set  eliminates  sparkle,  it  was  relocated  to 
$3000. 

Another  quirk  of  the  64  is  that  the  VIC-II 
chip  can  look  at  only  16K  of  memory  at  a 
time.  When  you  turn  on  your  machine,  it  is 
looking  at  the  first  16K  block  from  $0000- 
$3FFF.  It  was  decided  to  leave  it  there  for 
simplicity.  This  meant  that  the  sprite  data, 
the  relocated  character  set,  and  the  entire 
BASIC  program  all  had  fo  be  squeezed  into 
16K.  Because  of  this  memory  limitation, 
when  the  machine  language  creates  a  char- 
acter set  at  $3000,  it  destroys  the  DATA  state- 
ments in  the  program.  Fortunately,  the 
DATA  statements  are  no  longer  needed  since 
they  have  already  been  POKEd  into  memory. 

Because  running  the  program  will  de- 
stroy it,  be  sure  that  when  you  type  it  in, 
you  SAVE  it  before  you  try  to  RUN. 


3100  PRINT 

3110  PRINTTAB(T) "{CYN3 [RVS}£{2  SPACES] 
{RIGHT}£{2  spaces}! right }£ 
{2  SPACES} { RIGHT l£  E*31RIGHT3 
{2  SPACES }E* 3 {right] £{2  SPACES}" 

3120  PRINTTAB(T) "{RVS}  {3  RIGHT} 

{3  RIGHT}  {3  RIGHT}  E RIGHT}  [RIGHT] 

f SPACE 3 {right]  [right]  " 

3130  PRINTTAB(T)"[RVSl[2  SPACES} {2  RIGHT} 
lOFF]g*3iRVSj  i*3[RIGHT} 
I 3  RIGHT] [3  SPACES] (RIGHT] [2  SPACES] 
{0FF}£{RIGHT]{RVS]{2  SPACES]" 

3140  PRINTTAB(T)"{RVS}  [5  RIGHT]  {RIGHT} 
{SPACE] [3  RIGHT]  { RIGHT]  [RIGHT] 
{3  right]  " 

3150  PRINTTAB{T)"i*3lRVS}{2  SPACES] 

[right] [2  SPACES} [off ]£  E*3tRVS} 
{2  SPACES] {right}  [ RIGHT]  [RIGHT] 
[3  RIGHT]{0FF}E*i{RVS}{2  SPACES}" 

3999  RETURN 

4000  v=l 3*4096 ; POKE53281 ,  0 : POKE53280  , 0 
4010  POKE  V+21,0:POKEV+2  3,0 

4020  GOSUB  2000:POKE  S+5 , 7*16 : POKES+6 , 249 

:P0KES+4,128 
4030  POKE  V+40,03:POKEV+41,07:POKEV+42,03 

; POKEV+43 , 07 : POKEV+44 , 03 : POKEV+45 , 07 
4040  POKE  V+46,03:FOR  1=1  TO  6  :  POKE  V+2 

*I,  (36+40*1  J AND255:NEXT 
4050  POKE  V+16,64:P0KE  2040 , 244: POKEV, 30: 

POKEV+1, 148; POKE  V+21,255 
4060  FOR  1=2041  TO  2047 j POKEI , 255 : NEXT 
84  COMPUTEI  October1963 


4070 

PRINT" [CYN] {CLR]FUEL 

4080 

PRINT"02000" 

4090 

PRINT "SCORE:" 

4100 

PRINT "00000" 

4110 

PC0)=1029:P(4)=1994:P{1)=1039:P(5)=2 

004:P(2)=1049:P(6)=2014:PC3)=1059 

4120 

SYS  45152 

4130 

POKE  P(0),227 

4140 

IF  PEEK(2)=255  THEN  20000 

4150 

IF  PEEK(653)=1  THEN  4150 

4160 

IF  RND(1)>.05  THEN  4140 

4170 

IF  RND(1)>.5  THEN  4200 

4180 

P=RNDC1)*5:IF  PEEK(P(P ) ) <>160  THEN  4 

180 

4190 

POKE  P(P) ,227:GOTO4140 

4200 

P=RND(1)*3+4:IF  PEEK( P (P) ) <>160  THEN 

4200 

4210 

POKE  P(P) ,228:GOTO4140 

5000 

FB=(J  AND  16) 

5010 

IFFL=0AND  FB=0  THEN  POKE  2,0: POKE  49 

290, 2: GOTO  5030 

5020 

IF  FL=15  AND  FB=16  THEN  POKE  2,0:POK 

E  49290,3 

5030 

FL=FB 

5040 

IF  (J  AND  8)=0  AND  DX<4  THEN  DX=DX+1 

:GOTO5060 

5050 

IF  (J  AND  4)=0  AND  DX>-4  THEN  DX=DX-1 

5060 

IF  (J  AND  1)=0  AND  DY>-4  THEN  DY=DY- 

1:GOTO5080 

5070 

IF  (J  AND  2)=0  AND  DY<4  THEN  DY=DY+1 

5080 

X=PEEK  C V ) +PEEK ( V+16 ) *256 

5085 

Y=PEEK(V+1) 

n-^ 


'^       J* 


It  sits  on  the  sands  of  Egypt-silent,  foreboding;  the 
blue  waters  of  the  Nile  sliding  silentfy  by.  Pharoah's 
Pyramid  becl<ons  to  us  across  rrillennia;  mysterious, 
alluring.  Where  did  the  stones  come  from?  How 
were  they  laid  one  on  top  of  another?  How  many 
lives  were  lost  under  hot  suns  and  cool  moons  to 


provide  a  resting  place  for  the  pharoahs  of  Egypt? 
Now  you  can  have  a  personal  statue  in  its  comple- 
tion. IVIatch  wits  with  the  ancient  Egyptian  God, 
Osiris.  Take  advantage  of  gifts  given  you  by  the 
beautiful  (sis.  Fight  through  the  plagues  of  Moses 
as  brick  by  brick  you  build  one  of  the  wonders  of 
the  world.  There  hasn't  been  a  greater  challenge 
since  the  original  Pharoah's  Pyramid! 


HISTORY  PROVES  THAT  ALL  GREAT  GAMES  HAVE  THREE  THINGS  IN  COMMON. 


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FAST-PACED  FUN   THAT  LASTS 


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GRAPHICS  THAT  LIVE 


PHAROAH'S  PYRAMID  Is  a  fast  action  game  with  that  special  f<lnd  of  challenge  that  makes  you  say... 

"This  time  I  go  all  the  way!" 


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5090  NX=X+DX:IF  NX>21  AND  NX058  THEN  POK  10590 

E  V,NXAND255:POKEV+16, NX/256  10600 

5100  NY=Y+DY:IF  NY<20  THEN  NY=210  10610 

5110  IF  NY>210  THEN  NY=20  10620 

5120  POKE  V+1,NY  10630 

5130  RETURN  10640 

10000  I=15616:TI$="000000"  10650 

10005  PRINT" {home} {WHT] [12  RIGHTIREADY  IN   10660 

"LEFT?(STR$(149-INT{Tl/60)),4)"  SEC   10670 

ONDS  "  10680 

10010  READ  A: IF  A=256  THEN  10025  10690 

10020  C1=C1+A:P0KE  I , A: 1=1+1 :GOTO  10005     10700 

10025  IF  C1O34430  THEN  PRINT"CHECKSUM  ER   10710 
ROR  IN  LINE  10025": END  10720 

10026  RETURN  10730 
10030  DATA  0,0,0,0,0,0,0  .  10740 
10040  DATA  0,0,24,0,0,28,0  10750 
10050  DATA  0,31,0,0,31,255,240  10760 
10060  DATA  31,255,8,20,255,254,31  10770 
10070  DATA  127,255,30,63,254,24,0  10780 
10080  DATA  0,0,0,0,0,0,0  10790 
10090  DATA  0,0,0,0,0,0,0  10800 
10100  DATA  0,0,0,0,0,0,0  10810 
10110  DATA  0,0,0,0,0,0,0  10820 
10120  DATA  0,0, 71, 192,0, 247, 192^,  10830 
10130  DATA  0,247,192,1,255,192,2  10840 
10140  DATA  255,192,2,255,192,2,247  10850 
10150  DATA  192,2,247,192,3,247,192  10860 
10160  DATA  3,247,192,3,247,192,3  10870 
10170  DATA  247,192,3,247,192,3,247  10880 
10180  DATA  192,3,255,192,3,255,192  10890 
10190  DATA  7,103,192,7,103,192,15  10900 
10200  DATA  229,128,31,119,128,31,240  10910 
10210  DATA  0,0,0,0,0,0,0  10920 
10220  DATA  0,0,0,0,0,0,0  10930 
10230  DATA  0,0,0,0,0,0,0  10940 
10240  DATA  0,0,0,0,0,0,0  10950 
10250  DATA  0,0,0,0,0,0,0  10960 
10260  DATA  0,0,0,0,0,0,0  10970 
10270  DATA  0,0,0,0,0,0,0  10980 
10280  DATA  0,0,3,128,0,15,192  10990 
10290  DATA  0,15,192,0,15,192,0  11000 
10300  DATA  15,192,0,1,252,0,1  11010 
10310  DATA  116,0,1,212,0,0,88  11020 
10320  DATA  0,0,80,0,0,0,0  11030 
10330  DATA  0,0,0,0,0,0,0  11040 
10340  DATA  0,0,0,0,0,0,0  11050 
10350  DATA  0,0,0,0,0,0,0  11060 
10360  DATA  0,0,0,0,0,0,0  11070 
10370  DATA  0,0,0,0,0,0,0  11080 
10380  DATA  0,0,0,0,0,0,0  11090 
10390  DATA  0,0,0,0,1,252,0  11100 
10400  DATA  1,252,0,1,252,0,1  11110 
10410  DATA  254,0,7,248,0,6,249  11120 
10420  DATA  0,2,251,0,6,122,0  20000 
10430  DATA  3,242,0,0,248,0,0 

10440  DATA  248,0,0,60,0,0,120  20010 

10450  DATA  0,0,56,0,0,56,0  20020 

10460  DATA  0,96,0,0,96,0,0  20030 

10470  DATA  8,0,0,32,0,0,0  20040 

10480  DATA  0,0,0,0,0,0,64  20050 

10490  DATA  0,0,240,0,0,240,0  20060 

10500  DATA  1,240,0,2,240,0,2  20070 

10510  DATA  240,0,2,240,0,2,240  20080 
10520  DATA  0,3,240,0,3,240,0 

10530  DATA  3,240,0,3,240,0,3  20090 
10540  DATA  240,0,3,240,0,3,240 

10550  DATA  0,3,240,0,7,96,0  20100 

10560  DATA  7,96,0,15,224,0,31  20110 

10570  DATA  112,0,31,240,0,0,0  20120 
10580  DATA  7,192,0,7,192,0,7 
66  COMPUTE!  October  1983 


DATA  192,0,7 
DATA  0,7,192 
DATA  7,192,0 
DATA  192,0,7 
DATA  0,7, 192 
DATA  7,192,0 
DATA  192,0,7 
DATA  0,3,128 
DATA  0,2,0,0 
DATA  7,192,0 
DATA  192,0,3 
DATA  0,1, 192 
DATA  7,192,0 
DATA  64,0,7, 
DATA  0,5,192 
DATA  7,192,0 
DATA  128,0,3 
DATA  0,0,2,0 


DATA  0,6,64,0,0,64,0 
DATA  4,128,0,3,64,0,6 
DATA  0,0,1,0,0,0,0 
DATA  0,0,0,0,0,128,0 
DATA  1,64,0,6,0,0,1 
0,6,64 
4,0,0 
3,128,0,0 
0,0,0 
0,0,0 
0,0,0 
0,0,0 
0,0,0 
0,0,0 
0,0,0 


192,0,7, 192 

0,7,192,0 

7,192,0,7 

192,0,7,192 

0,7,192,0 

7,192,0,7 

192,0,7, 192 

0,0,0,0 

7,192,0 

6,192,0,4 

64,0,6,192 

0,4,0,0 

7,128,0,7 

92,0,1,192 

0,6,64,0 

7,192,0,0 

128,0,0,0 

0,1,0 


DATA  0,0,5,0, 
DATA  0,0,0,0, 
DATA  0, 128,0, 
DATA  0,0,0,0, 
DATA  0,0,0,0, 
DATA  0,0,0,0, 
DATA  0,0,0,0, 
DATA  0,0,0,0, 
DATA  0,0,0,0, 
DATA  0,0,0,0; 
DATA  0,0,1,128,0,6,128 
DATA  0,2,64,0,5,192,0 
DATA  3,128,0,1,252,0,1 
DATA  252,0,1,236,0,1,126 
DATA  0,3,248,0,2,120,0 
DATA  0,248,0,0,120,0,0 
DATA  112,0,0,120,0,0,120 
DATA  0,0,48,0, 0,48,0 
DATA  0,0,0,0,0,0,0 
DATA  0,0,0,0,0,0,0 
DATA  0,0,0,0,0,0,0 
DATA  0,0,0,0,0,0,0 
DATA  0,16,0,0,16,0,16 
DATA  56,16,10,16,160,4,16 
DATA  64,10,124,160,1,2  5  5,0 
DATA  1,255,0,11,255,144,127 
DATA  255,252,11,255,144,1,255 
DATA  0,1,255,0,10,124,160 
DATA  4,16,64,10,16,160,16 
DATA  56,16,0,16,0,0,16 
DATA  0,0,0,0,0,0,256 

SC=0:FOR  1=0  TO  4:  SC=SC+(  PEEK(H48- 
I  )-48  )  *10tl  :NEXT  I 
IF  H<SC  THEN  H=SC 
POKE  S+4,128 
POKE  13*4096+21,0 
FOR  1=1  TO  1000: NEXT  I 
PRINT" [CLR] OUT  OP  FUEL ...{ DOWN ) 
PRINT "YOU  SCORED  £ WHT } "SC " { CYN } PO INTS 
PRINT "HIGH  SCORE [WHT} "H"[CYN} 
PRINT"{3  DOWN} (11  SPACEsJaGAIN?  (Y 
[space} OR  N) " 

PRINT" [down}  OR  PRESS  FIRE  BUTTON  T 
0  START  AGAIN" 
GETA? 

IF  A$="N"THEN  END 

IF  {PEEK( 56320)  AND  16)=0  THEN  GOTO 
4000 


A  MICROCOMPUTER 
EXPERIENCE 
FOR  TODAY 

Arcaders  who've  seen  and  played 
the  ATARI  and  TRS-ao  versions  of 
STRATOS  came  to  the  same 
conclusions  —  these  state-of-the-art 
games  were  ahead  of  their  time.  After 
all,  any  program  that  boasts  crisp 
graphics,  punchy  sounds,  joystick 
compatability  and  a  full  complement  of 
extras,  lllte  high  score  saving  and 
multi-player  option  has  a  definite  touch 
of  tomorrow. 

THE  GAME'S  SCENARIO  IS  A  REAL 
KNOCKOUT 

The  object  is  to  successfully 
defend  a  futuristic  city  from  waves  of 
attacking  alien  ships. 


ATARI  SCREEN  SHOT 
The    batUe    begins!    Atari   version    features 
colors  and  sounds  that  YOU  can  changel 


And  these  crafty  alien  critters  are 
just  part  of  a  rapid-fire  graphics 
bonanza  that  includes  meteor  swarms, 
multiple  attack  waves,  and  even  a  free- 
moving  saucer  that  will  repair  your 
city's  damaged  force  field  on  the  ATARI 
version. 
GOOD  NEWS 

You  don't  have  to  wait  years  for 
the  spectacular  —  STRATOS  is 
available  now  for  the  ATARI  and  TRS-SO 
systems. 

STRATOS.  Entertainment  of  the 
future  —  today. 


THS-80  SCREEN  SHOT 

The  TRS-SO  version  blows  you  awa/  with  Its 


/"^  ^^^  "■  COPYRIGHT  1982 

Amdventure 

\^>^  INTERNATIONAL 


To  order,  see  your  local  dealer.  If  tie  does  no!  have  the  program,  then  call 

1*X)-327-7172  (orders  only  please)  or  write  for  our  free  catalog. 

Published  by  ADVENTURE  INTERNATIONAL 

a  subsidiary  of  Scolt  Adams,  Inc. 

BOX  3435  •  LONGWOOD,  FL  32750  •  (305)  830^194 


AVAILABLE  NOW! 


ATARI  400/800/1200  16K  TAPE inM)161  $34.S 

ATARI  400/800/1200  32K  DISK 1S2-0161  S34.95 

COMMODORE  S4  TAPE lECMlTGI  S34.95 

COMODOREM  DISK 162-0161  $34.95 

TBS-BO  16RTAPE 010-0161  S24.95 

TRS-80  32K  DISK 012-0161  SZ4.K 

Coming  Soon  For  Ttie  Cotor  Computer! 

PRICES  SUBJECT  TO  CHANGE 


20130  IF  A$<>"Y"  THEN  20100 

20140  GOTO4000 

50000  1=49152 :TI$="000000" 

50010  PRINT" {home} £wHT) {12  RIGHTJREADY  IN 

■'LEFT$(STR?(103-INT(Tl/60)  )  ,4)  "  SEC 

ONDS  " 
50015  READ  A: IF  A=256  THEN  PRINT" {HOME) 

{10  RIGHT} {21  spaces} {SHIFT-SPACE}" 

:GOTO50045 
50020  IF  A=-l  THEN  1=49920  :  GOTO  50010 
53030  IP  A==2  THEN  1=50688  :  GOTO  50010 
50040  C2=C2+A:POKE  I , A: 1=1+1 : GOTO  50010 

50045  IF  C2<> 188431  THEN  PRINT"CHECKSUM  E 
RROR  IN  LINE  50045": END 

50046  RETURN 

50050  DATA  120,169,0,141,20,3,169 
50060  DATA  195,141,21,3,88,173,14 
50070  DATA  220,41,254,141,14,220,165 
50080  DATA  1,41,251,133,1,160,0 
50090  DATA  185,0,208,153,0,48,185 
50100  DATA  0,50,153,0,50,185,0 
50110  DATA  209,153,0,49,185,0,211 
50120  DATA  153,0,51,185,0,212,153 
50130  DATA  0,52,185,0,213,153,0 
50140  DATA  53,185,0,214,153,0,54 
50150  DATA  185,0,215,153,0,55,169 
50160  DATA  15,141,156,200,200,208,200 
50170  DATA  165,1,9,4,133,1,173 
50180  DATA  14,220,9,1,141,14,220 
50190  DATA  169,28,141,24,208,169,15 
50200  DATA  141,156,200,169,255,141,15 
50210  DATA  212,169,128,141,18,212,169 
50220  DATA  0,133,2,141,224,207,141 
50230  DATA  255,207,141,254,207,141,253 
50240  DATA  207,141,252,207,141,249,207 
50250  DATA  160,6,169,20,153,0,207 
50260  DATA  169,0,153,16,207,136,208 
50270  DATA  243,169,251,141,251,207,160 
50280  DATA  0,169,4,133,252,132,251 
50290  DATA  169,216,133,254,132,253,169 
50300  DATA  160,160,5,145,251,160,10 
50310  DATA  145,251,160,15,145,251,160 
50320  DATA  20,145,251,160,25,145,251 
50330  DATA  160,30,145,251,160,35,145 
50340  DATA  251,165,251,24,105,40,133 
50350  DATA  251,144,2,230,252,201,232 
50360  DATA  208,211,169,1,160,10,145 
50370  DATA  253,169,4,160,5,145,253 
50380  DATA  169,7,160,15,145,253,169 
50390  DATA  14,160,20,145,253,169,8 
50400  DATA  160,25,145,253,169,13,160 
50410  DATA  30,145,253,169,3,160,35 
50420  DATA  145,253,165,253,24,105,40 
50430  DATA  133,253,144,2,230,254,201 
50440  DATA  232,208,199,96,-1 
50450  DATA  173,141 
50460  DATA  2,201,1,208,3,76,49 
50470  DATA  234,230,2,165,2,201,2 
50480  DATA  240,3,76,49,234,169,0 
50490  DATA  133,2,169,3,133,252,169 
50500  DATA  216,133,251,160,45,177,251 
50510  DATA  32,79,195,160,55,177,251 
50520  DATA  32,79,195,160,65,177,251 
50530  DATA  32,79,195,160,75,177,251 
50540  DATA  32,79,195,165,251,24,105 
50550  DATA  40,133,251,144,2,230,252 
50560  DATA  201,192,208,213,76,0,198 
50570  DATA  201,160,240,19,201,32,240 
50580  DATA  37,162,1,232,221,174,195 
50590  DATA  208,250,202,189,174,195,145 
50600  DATA  251,96,152,56,233,40,168 
88  COMPUH!  October  1983 


50610 

DATA 

50620 

DATA 

50630 

DATA 

50640 

DATA 

50650 

DATA 

50560 

DATA 

50670 

DATA 

50680 

DATA 

50690 

DATA 

50700 

DATA 

50710 

DATA 

50720 

DATA 

50730 

DATA 

50740 

DATA 

50750 

DATA 

50760 

DATA 

50770 

DATA 

50780 

DATA 

50790 

DATA 

50800 

DATA 

50810 

DATA 

50820 

DATA 

50830 

DATA 

50840 

DATA 

50850 

DATA 

50860 

DATA 

50870 

DATA 

50880 

DATA 

50890 

DATA 

50900 

DATA 

50910 

DATA 

50920 

DATA 

50930 

DATA 

50940 

DATA 

50950 

DATA 

50960 

DATA 

50970 

DATA 

50980 

DATA 

50990 

DATA 

51000 

DATA 

51010 

DATA 

51020 

DATA 

51030 

DATA 

51040 

DATA 

51050 

DATA 

51060 

DATA 

51070 

DATA 

51080 

DATA 

51090 

DATA 

51100 

DATA 

51110 

DATA 

51120 

DATA 

51130 

DATA 

51140 

DATA 

51150 

DATA 

51160 

DATA 

51170 

DATA 

51180 

DATA 

51190 

DATA 

51200 

DATA 

51210 

DATA 

51220 

DATA 

51230 

DATA 

51240 

DATA 

.51250 

DATA 

51260 

DATA 

51270 

DATA 

51280 

DATA 

51290 

DATA 

51300 

DATA 

51310 

DATA 

177,251,201,32,240,1,96 

152,24,105,40,168,169,227 

145,251,96,165,252,201,3 

240,22,152,56,23  3,40,168 

177,2  51,201,160,240,1,96 

152, 24, 105, 40, 158, 159, 99 

145,251,96,152,24,105,120 

168,177,251,201,100,240,1 

96,152,56,233,120,168,169 

99,145,251,96,160,228,239 

249.2  26,120,119,99,32,32 
100, 111, 121,98, 248,247,227 
-2,169,7,133,252 
169,32,133,251,160, 170,177 
251,32,47,198,160,180,177 
251,32,47,198,160,190,177 
251,32,47,198, 165,251,56 
23  3,40,133,2  51,176,2,198 
252,201,56,208,220,76,160 
198,201,160,240,19,201,32 

240.3  7,162,1,23  2,221,142 
198,208,250,202,189,142,198 
145,251,96,152,24,105,40 
168,17  7,251,201,32,240,1 
96,152,56,233,40,168,169 
228,145,251,96,165,251,201 
32,240,22, 152,24,105,40 
168,177,251,201,160,240,1 
96,152,56,233,40,168,169 
100,14  5,251,96,152,56,23  3 
120,168,17  7,2  51,201,99,240 
1,96,152,24,105,120,168 
169,100,145,251,96,32,99 
119,120,226,249,239,228,160 
160,22  7,247,248,98,  121,111 
100,32,173,0,220,72,41 
15,201,15,240,8,169,129 
141,4,212,76,183,198,169 
128,141,4,212,104,41,16 
205,25  5,207,240,48,141,255 
207,201,16,208,24,169,2 
141,15,195, 169,1,  141,2  52 
198,141,229,200,169,0,  141 

2  50,207,141,224,207,76,239 
198,169,1,141,15,195,169 
2,141,252,198,141,229,200 
169,0,133,2,32,245,198 
76,32,200,238,2  50,207,173 
250,207,201,1,240,1,96 
169,0,141.250,207,173,0 
220,141,254,207,41,1,208 
13, 17  3,253,207,201,2  53,240 
23,206,253,207,76,45,199 
173,254,207,41,2,208.10 
17  3,253,207,201,3,240,3 
238,2  53,207, 17  3,254,207,41 
8,208,13,173,25  2,207,201 
3,240,2  3,2  38,2  52,207,76 
82,199,173,254,207,41,4 
208,10,173,252,207,201,253 
240,3,206,252,207,173,254 
207,41,3,201,3,208,16 
173,253,207,240,11, 16,6 
238,253,207,76,107,199,206 
2  53,207,17  3,254,207,41,12 
201 , 12,208, 16, 173, 252, 207 
240,11,16,6,2  38,2  52,207 
76,132,199,206,2  52,207,174 
249,207,208,32,174,240,207 
224,60,176,2  5,17  3,253,207 
24,109,1,208,201,80,176 


51320  DATA  5,169,244,76,191,199,201 
51330  DATA  244,144,27,169,80,76,191 
51340  DATA  199,173,253,207,24,109,1 
51350  DATA  208,201,41,176,5,169,244 
51360  DATA  76,191,199,201,244,144,2 
51370  DATA  169,41,141,1,208,173,252 
51380  DATA  207,48,32,24,109,0,208 
51390  DATA  141,240,207,173,249,207,105 
51400  DATA  0,141,249,207,201,1,208 
51410  DATA  42,173,240,207,201,55,144 
51420  DATA  35,32,155,200,76,4,200 
51430  DATA  24,109,0,208,141,240,207 
51440  DATA  173,249,207,105,255,141,249 
51450  DATA  207,208,12,173,240,207,201 
51460  DATA  25,176,5,169,25,141,240 
51470  DATA  207,173,240,207,141,0,208 
51480  DATA  173,16,208,41,254,13,249 
51490  DATA  207,141,16,208,173,31,208 
51500  DATA  41,1,240,3,76,101,200 
51510  DATA  96,162,5,189,119,4,201 
51520  DATA  57,240,6,254,119,4,76 
51530  DATA  58,200,169,48,157,119,4 
51540  DATA  202,208,235,76,58,200,162 
51550  DATA  5,189,39,4,201,48,240 
51560  DATA  6,222,39,4,76,222,200 
51570  DATA  169,57,157,39,4,202,208 
51580  DATA  235,120,169,234,141,21,3 
51590  DATA  169,49,141,20,3,88,169 
51600  DATA  255,133,2,76,222,200,0 
51610  DATA  162,0,160,240,238,32,208 
51620  DATA  232,208,250,200,208,247,169 
51630  DATA  0,141,32,208,162,3,189 
51640  DATA  39,4,201,48,240,4,222 
51650  DATA  39,4,96,169,57,157,39 
51660  DATA  4,202,208,237,162,5,169 


51670  DATA  48,157,39,4,202,203,250 
51680  DATA  104,104,76,81,200,160,15 
51690  DATA  162,3,189,39,4,201,57 
51700  DATA  240,6,254,39,4,76,180 
51710  DATA  200,169,48,157,39,4,202 
51720  DATA  208,235,136,208,230,169,0 
51730  DATA  141,249,207,169,25,141,240 
51740  DATA  207,169,148,141,1,208,172 
51750  DATA  156,200,192,9,240,4,136 
51760  DATA  140,156,200,173,5,4,201 
51770  DATA  160,208,5,169,227,141,5 
51780  DATA  4,96,238,224,207,173,224 
51790  DATA  207,201,1,240,3,76,124 
51800  DATA  201,169,0,141,224,207,173 
51810  DATA  27,212,201,7,175,25,168 
51820  DATA  185,0,207,201,20,208,8 
51830  DATA  169,1,153,16,207,76,16 
51840  DATA  201,201,255,208,5,169,255 
51850  DATA  153,16,207,160,6,185,0 
51860  DATA  207,24,121,16,207,153,0 
51870  DATA  207,72,152,10,170,104,157 
51880  DATA  1,208,136,208,235,160,6 
51890  DATA  185,0,207,201,20,240,10 
51900  DATA  201,255,240,6,136,208,242 
51910  DATA  76,66,201,169,0,153,16 
51920  DATA  207,76,52,201,173,30,208 
51930  DATA  41,1,240,51,162,0,160 
51940  DATA  240,238,32,208,232,208,250 
51950  DATA  200,208,247,169,0,141,32 
51960  DATA  208,162,3,189,39,4,201 
51970  DATA  48,240,6,222,39,4,76 
51980  DATA  49,234,169,57,157,39,4 
51990  DATA  202,208,235,162,5,169,48 
52000  DATA  157,39,4,202,208,250,76 
52010  DATA  49,234,256 


ir  Vic  20™  or  Commodore  64^"  Compute? 

This  exciting,  new  weather  package 

allows  you  to  learn,  monitor,  and  predict 

the  weather  using  the  same  equipment  as 

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^Your  Own  Weatherman 

The  new  HAWS  (Home  Auto- 
Tnatlc  Weather  Station)  com- 
bines a  quality  weather  sensor 
with  software  to  let  you  track 
weather  conditions  inside  or 
outside  your  home.  HAWS  moni- 
tors weather  data  including  dew 
point,  temperature,  humidity, 
and  atmospheric  pressure;  plots 
historical  data  and  graphically 
displays  weather  trends:  deter- 
mines the  comfort  and  chill  fac- 
tors to  help  you  dress;  HAWS 
even  forecasts  the  weather  and 
compares  your  predictions  to 
the  local  weatherman's. 

HAWS  uses  the  same  sensor 
employed  by  weather  services  in 
60  countries  worldwide.  The 
HAWS  package  costs  only 
$199.95  and  includes  the  sensor, 
cassette  or  floppy  disc  program, 
15-foot  cable  with  connector  for 
the  computer,  and  a  complete 
user's  manual. 

Send  today  or  call  toll  free  to 
order  your  HAWS  package. 


Ordering  Information 
Send  $199.95  in  check  or  money  order  payable  to 
Vaisala,  Inc.  Include  name,  address,  telephone  num- 
ber, your  computer  model  (VIC  20  or  Commodore  64), 
and  program  preference  (tape  cassette  or  floppy  disc). 
Or  call  toll  free  to  place  your  order. 
Major  credit  cards  accepted. 
Dealer  inquiries  invited. 

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VIC  20  and  Commodore  64  are  tfademarks  of  Commodore  Electronics  Ltd. 


Learn/Teach  Meteoroiogy 

More  than  a  toy  or  game, 
HAWS  provides  the  first  oppor- 
tunity to  use  your  computer  as  a 
data  sampler  and  data  analysis 
system  for  meteorology,  allow- 
ing the  user  to  interact  with 
incoming  data  to  monitor  and 
forecast  weather  conditions. 
HAWS  includes  an  instructive 
software  program  and  a  com- 
plete user's  manual  that  teaches 
meteorological  terms  and  equa- 
tions to  allow  anyone  to  quickly 
grasp  weather  concepts  either  at 
home  or  in  the  classroom.  Sim- 
ple plug-in  components  and 
easy  hookup  also  means  you 
can  free  up  your  computer  at 
any  time  for  other  duties.  HAWS 
is  a  great  educational  tool  for 
anyone,  Order  today. 

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Mosaic  Puzzle 


Bruce  Jordan 


Remember  that  once-popular  sliding-squares  game? 
With  only  one  free  space,  you  tried  to  move  the  colored 
plastic  tiles  around  to  get  a  particular  sequence  or  color 
pattern.  Although  it  was  a  challenge,  this  computer 
variation  of  the  game  can  be  a  mind-boggling  test  of 
skill  and  dexterity.  Versions  for  VIC,  64,  Atari,  and 
theTl-99l4A. 


"Mosaic  Puzzle"  is  a  computer  version  of  those 
sliding-squares  puzzies  that  used  to  drive  people 
nuts  before  the  advent  of  Rubik's  Cube.  It  can  run 
on  either  an  unexpanded  or  3K  expanded  VIC. 
The  object  of  the  game  is  to  arrange  the  15  num- 
bered squares  (hexadecimal  numbers  1-F  in  this 
version)  into  some  predetermined  order  by  sliding 
them  around  in  their  frame.  The  first  ie-w  moves 
are  easy,  but  as  the  game  progresses,  it  gets  a  lot 
more  complicated.  You'll  find  yourself  rearranging 
everything  just  to  get  the  last  few  squares  in 
place. 

This  version  of  the  game  has  a  timer  for  up  to 
23  hours,  59  minutes,  59  seconds,  and  a  chicken 
switch.  It  also  automatically  checks  for  the  win- 
ning order  and  allows  you  to  go  back  to  the  puzzle 
the  way  you  left  it  or  reset  it  to  the  beginning  ar- 
rangement. 

When  you  start  the  game,  you're  asked  if 
you  wish  to  set  a  time  limit.  If  you  answer  Y  for 
yes,  enter  the  time  limit  in  one  line  with  no  spaces 
or  punctuation  between  the  values.  For  example, 
for  a  1-hour,  23-minute  limit,  enter  012300. 

Next,  enter  the  goal  order.  This  will  be  the 
order  that  you  will  try  to  match  to  win  the  game. 
When  this  is  done,  the  upper  half  of  the  screen 
will  clear,  and  the  puzzle  will  appear.  A  moment 
later,  the  message  !GO!  will  flash  on  the  screen, 
along  with  a  tone.  The  controls  for  moving  the 
squares  are  as  follows: 

@  up 
?/  down 
=  right 
:     left 

90    COMPUTE!    October  1983 


1  pis 

7 

15 

3 

8 

2 

9 

12 

6 

II 

M 

-1 

10 

5 

t)D''E      WOtlBER:       1 


A  game  is  just  undenoay  in  the  TI  version  of  "Mosaic  Puzzle.' 


If  you  succeed  in  getting  the  squares  in  the 
goal  order,  the  message  YOU  WIN!  appears  on 
the  screen,  accompanied  by  a  short  tune  and  the 
elapsed  time.  If  the  time  runs  out  before  you  are 
finished,  you'll  hear  an  unpleasant  sound.  If  you 
want  to  stop  the  game,  press  RETURN  and  the 
screen  will  display  the  elapsed  time.  You  can  then 
restart  the  game,  either  as  you  left  it  or  reset,  by 
hitting  RETURN  a  second  time. 

Below  is  a  brief  description  of  the  program  as 
originally  written  on  the  VIC. 

Line  1  sets  the  limit  of  memory  at  7600.  This 
gives  a  place  to  store  the  image  of  the  puzzle. 

Lines  2-5  define  variables.  Note  that  S,  SC, 
and  SS  are  defined  in  tvv'o  consecutive  lines.  This 
is  done  because  there  are  two  possible  entry  points 
when  restarting  the  game. 

Lines  10-66  GET  the  time  limit. 

Lines  70-290  GET  the  goal  order  and  make 
sure  that  no  number  is  entered  more  than  once. 

Lines  300-365  put  the  puzzle  on  the  screen, 
either  from  the  data  table  or  from  memory,  then 


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Telengard:  How  low  can  you  go? 


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print  the  go  message  and  start  the  timer. 

Lines  360-560  check  the  timer,  move  the 
number  squares,  and  check  for  the  winning  order. 

Lines  570-710  print  the  winning  or  losing 
message,  display  the  elapsed  time,  and  play  the 
sound  effects. 

Lines  720-740  save  the  position  of  the  blank 
square,  then  clear  the  variables  and  reset  the 
game. 

Lines  745-790  are  the  DATA  statements  for 
the  puzzle's  beginning  order  and  the  winning 
tune. 

Program  1:  Mosaic  Puzzle- vie  version 


BEGINNING  PROGRAMMERS 
If  you're  new  to  computing,  please  read  "How 
To  Type  COMPUTEI's  Programs"  and  "A 
Beginner's  Guide  To  Tj^ing  In  Programs." 


1  POKE55,176:POKE56,29:CLR 

2  S=7845:SC=38565:SS=7603:GOTO4 

3  SS=7603:S=PEEK(SS)*256+PEEK(SS+1) :SC=S+ 
30720 

4  DIMA$(16) 

5  PRINT" ECLR] ":G=8018:X=0:DX=1:P=38738:V= 
36878: 51  =  36876: 52  =  36877 :POKEV,  15 

10  PRINT"TIME  LIMIT?  [ RV5} {GRN JY{OFF} 

(  RVS } ( PUR } N { OFF } [ BLU } " 
20  GETA$:IFA?=""THEN20 
30  1FA?<"N"ORA$>"Y"THEN20 
40  IFA$=>"O"ANDA5<="X"THEN20 
50  IFA?="N"THEN70 
60  PRINT" {CLRl ": INPUT "HRS:MINS: SEC ";T5:H= 

I :IFLEN(T$) <>6THEN60 
62  IFLEFT? {T$ , 2 ) > "23 "ORLEFT$ {T$, 2 ) < "0"THE 

N60 
64  IFMID$ (T$ , 3 , 2 ) > "59"ORMID$ (T? , 3 , 2 ) < "0"T 

HEN60 
66  IFRIGHT$ (T? , 2 ) > "59"ORRIGHT$ (T$ , 2 ) < "0"T 

HEN60 
70  PRINT" {CLR}"TAB( 24) "TYPE  IN  GOAL  ORDER 

80  PRINT "{down} [3  SPACESjl  2  3  4  5  6  7  8 
{SPACE}9"SPC(8) "A  B  C  D  E  F  {RVS}S 
{0FF)"TAB(49) "IN  ANY  ORDER" 
90  PRINTTAB(118)"GOAL"TABC30) "E4  Y3 " 
100  FORK=0TO3 : POKE7996+K, 100 : POKE8106+K, 9 

9 : POKE3871 6+K, 0 : POKE38826+K, 0 : NEXTK 
110  FORK=22T088STEP22 : POKE7995+K, 103 : POKE 

8000+K, 101 :POKE38715+K,0:POKE38720+K, 

0: NEXTK 
130  F0RI=1T016STEP1 
140  GETA$(1) :IFA?(I)=""THEN140 
150  FORL=I-1TO0STEP-1:IFA$(I)=A$CL)THEN14 

0 
160  NEXTL 

165  IFA?(I)="S"THEN190 

170  IFA?(I)<="0"ORA?(I)=>"G"THEN140 
180  IFA$(I)=>": "ANDA$(I)<="@"THEN140 
190  B=VAL(A$Cl) ) :C=B+48:IFB=0THEN220 
200  POKE38467+2*B,7 : POKEG+X,C: POKEP+X, 0 :X 

=X+DX : IFX=4THENG=G+2  2 : P=P+22 :X=0 
210  NEXTI:IFI=17THEN300 
220  IFA?{I)="A"THENB=1 
230  IFA$(I)="B"THENB=2 
240  IFA$(I)="C"THENB=3 

92     COMPUTEI     October  1983 


250  IFA$(I)="D"THENB=4 

260  IFA$(I)="E"THENB=5 

270  IFA?(I)="F"THENB=6 

272  B2=B 

275  IFA?(I)="S"THENB=7:B2=32 

280  POKE38492+2*B, 7 :P0KEG+X,B2: POKEP+X, 0; 

X=X+DX: IFX=4THENG=G+22 :P=P+22 :X=0 
290  NEXTI 

300  FORR=0TO132 : POKE7702+R, 32 : POKEjB422+R 

, 1 : NEXTR 
310  PRINT" [home} "TAB(29) "PUZZLE"TAB( 29) " 

E6  Y2" 
320  FORK=0TO3 : POKE7754+K, 100 : POKE38474+K, 

0 : POKE7864+K, 99 : POKE38564+K, 0 : NEXTK 
330  FORK=22T088STEP22 : POKE7753+K, 103 : POKE 

3847  3+K,0:POKE7  758+K,101:POKE38478+K, 

0: NEXTK 

335  IFP1=0THEN340 

336  FORK=0TO66STEP22 : FORJ=0TO3 : POKE7  776+J 
+K, PEEK(7605+J+K) 

337  POKE38496+J+K,PEEK(7609+J+K) :NEXTJ:NE 
XTK:G0TO352  . 

340  READA,B,C:IFA=-1THEN355 

350  POKE7776+A, B : POKE38496+A, C : GOTO340 

352  READA,B,C:IFA=-1THEN355 

353  GOT0352 

355    FORT=1TO1500:NEXT 

360    POKESl, 235 :POKEV, 15 : PRINT" {HOME} "TABC 

2  28 ) " { RVS } { RED ] 1 GO 1 [ OFF } { BLU ] " 
365    FORT=1TO500:NEXT: PRINT" {HOME} "TAB{228 

) "(4    SPACES} ":POKES1,0:TI$= "000000" 
370    IFHO1THEN380 

375    IFT5<=TI$THENT$=TI5:GOTO600 
380    GETB?:IFB5=""THEN370 

390  D=ASC(B$) :ON-(D=47)-2*(D=58)-3*(D=61 ) 

-4* ( D=64 ) -5* ( D=13 )GOTO410 , 440 , 470  ,  500 

,620 
400  GOTO370 

410  IFPEEK(S-22)=100THEN370 
420  POKES, PEEK (S-2 2) : POKESC, PEEK{ SC-22 ) :P 

OKES-22 , 32 : POKESC-22 , 1 : S=S-22 : SC=5C-2 

2 
430  GOSUB530:GOTO370 
440  IFPEEK(S+1)=101THEN370 
450  POKES, PEEK(S+1 ) : POKESC, PEEK ( SC+1 ) 

ES+l,32:POKESC+l, 1 : 5=5+1 :SC=SC+1 
460  GOSUB530:GOTO370 
470  IFPEEK(S-1)=103THEN370 
480  POKES, PEEK (S-1) : POKESC, PEEK ( SC-1 ) 

ES-1 , 32 : POKESC-1 , 1 : S=S-1 :SC=SC-1 
490  GOSUB530 :GOTO370 
500  IFPEEK(S+22)=99THEN370 
510  POKES, PEEK (S+22 ) : POKESC, PEEK ( SC+22 ) :P 

OKES+22, 32 :POKE5C+22,l :S=S+22 : SC=SC+2 

2 
520  GOSUB530:GOTO370 

530  FORM=0TO66STEP22 : FORN=0TO3STEP1 
540  W=PEEK(7776+M+N) : IFW-128>0THENW=W-128 
550  IFW<>PEEK(8018+M+N)THENRETURN 
560  NEXTNiNEXTM 
570  T5=TI$:PRINT"[HOME}"TAB(2  26} "{rVS} 

[yel}you  winUoff}  [BLU]  " 
580  READN,D:IFN=-1THEN620 
585  POKESl , N : FORT=lTOD : NEXT : GOTO580 
600  PRINT" {HOME} "TAB (225) "{rVS} {gRN} !Y0U 

[SPACE] LOSE  J [OFF] [ BLU] " : P0KES2 , 135 : PO 

KES1,128:FORT=1TO500:NEXT 
610  POKES2,0: POKESl, 0 
620  T$=TI5 : FORK=0TO66STEP2  2 : FORJ=0TO3 : POK 

E7605+K+J,PEEK(7776+K+J) 
630  POKE7609+K+J,PEEK(38496+K+J) :NEXTJ:NE 


:POK 


;POK 


XTK 
700  PRINTTAB(199) "HIT  RETURN  TO  PLAY"SPC{ 

10) "AGAIN" 
710  PRINT"{3  RIGHT}tIME="LEFT$(T$,2);":"M 

ID$ (T$ , 3 , 2 ) ; " : " RIGHT? ( T$ , 2 ) 
720  GETC$:IFC$=""THEN720 
730  IFC$=CHR$(X3)THENPOKESS,INTCs/256) : PO 

KESS+1 , SAND255 : CLR: GOT0736 

735  GOTO720 

736  PRINT"  (CLR}  RESET {RVS] 

{GRN}1{0FF}{BLU3{H0ME}E2  DOWNJOR  AS  Y 
OU  LEFT  IT.{RVS3 {PUR)2£oFF}{BLU}" 

737  GETV$:IFV$=""THEN737 

738  1FV$<"1"0RV?>"2"THEN737 

739  IFV$="1"THEN2 

740  IFV$="2"THENP1=1:G0T03 

745  DATA0, 49, 0,1, 178, 4, 2, 51, 0,3, 180, 4 
750  DATA22, 53, 0,23, 182, 4, 24, 55, 0,25, 184, 4 
760  DATA44, 57, 0,45, 129, 4, 46, 2, 0,47, 131, 4 
770  DATA66, 4, 0,67, 133, 4, 68, 6, 0,69, 32,1 
780  DATA-1,-1,-1 

790  DATA208 ,150,0,50, 208 ,75,0,50, 208 ,75,2 
18,175,208,115,218,175,224,250,0,0,-1 
-1 


"Mosaic  Puzzle,"  VIC  version. 


Program  2:  Mosaic  Puzzle  -  64  Version 

Translation  by  Chris  Metcolf,  Programming  Assistant 

1  POKE55,176:POKE56,29:CLR 

2  S=7845':SC=38565:SS=7603:GOTO4 

3  SS=7603:S=PEEK(SS)*256+PEEK(SS+1) : SC=S+ 
30720 

4  DIMA${16) 

5  PRINT" tCLR} ":G=8018:X=fci:DX=l:P=38738:V= 
36878 : 31=36876 ; 52=36877 :POKEV, 15 

10  print"time  limit?  [rvs} [grn}y[off} 
{rvsI [pur}n[off3 {blu}" 

20  GETA$:rFA$=""THEN20 

30  IFA$<"N"ORA$>"Y"THEN20 

40  IFA$=>"O"ANDA$<="X"THEN20 

50  IFA?="N"THEN70 

60  PRINT"{CLR} ":INPUT"HRS:MINS:SEC";T$ :H= 

1 : IFLEN ( T? ) <  >  6THEN60 
6 2  IFLEFT? ( T$ , 2 ) > " 2 3 " ORLEFT? { T? , 2 ) < "0 "THE 

N60 
64  IFMID? ( T$ , 3 , 2 ) > " 59 "ORMID? ( T$ , 3 , 2 ) < " 0 " T 

HEN60 
94    COMPUTE!    October  1983 


66  IFRIGHT? ( T$ , 2 ) > " 59 "ORRIGHT? ( T? , 2 ) < "0 "T 

HEN60 
70  PRINT"{CLR3"TAB(24) "TYPE  IN  GOAL  ORDER 

80  PRINT" {down} {3  SPACES31  2  3  4  5  6  7  8 
{SPACE}9"SPC(8) "A  B  C  D  E  F  {RVS}S 
(off] "TAB(49) "IN  ANY  ORDER" 
90  PRINTTAB(11S)"GOAL"TAB{30) "E4  y3 " 
100  FORK=0TO3 :POKE7996+K,100:POKE8106+K,9 

9 : POKE38716+K, 0 : POKE38826+K, 0 :NEXTK 
110  FORK=22T088STEP2  2 : POKE7995+K, 103 : POKE 

8000+K,101 :POKE38715+K,0:POKE387  20+K, 

0:NEXTK 
130  F0RI=1T016STEP1 
140  GETA?(I) :IFA?(I)=""THEN140 
150  FORL=1-1TO0STEP-1 : IFA$ { I )=A$ (L)THEN14 

0 
160  NEXTL 

165  IFA?(I)="S"THEN190 
170  IFA$ ( I ) <="0 "ORA? ( I ) => "G"THEN140 
180  IFA? ( I )=> " : "ANDA? ( I ) <="@"THEN140 
190  B=VAL{A$(I) ) :C=3+48:IFB=0THEN220 
200  POKE38467+2*B,7:POKEG+X,C:POKEP+X,0:X 

=X+DX : IFX=4THENG=G+22 : P=P+22 :X=0 

NEXT! ; IFI=17THEN300 

IFA? ( I )="A"THENB=1 

IFA? ( I ) ="B"THENB=2 

I  FA?  ( 1 )  =  "  C  "  THENa=3 

IFA? ( I ) ="D"THENB=4 

IFA?(I)="E"THENB=5 

IFA? ( I ) ="F"THENB=6 

B2=B 

IFA?(I)="S"THENB=7:B2=32 

P0KE3  8492+2  *B , 7 : POK£G+X , B2 : POKEP+X , 0 : 

X=X+DX: IFX=4THENG=G+22 : P=P+22 :X=0 

NEXTI 

FORR=0TO132:POKE7702+R,32:POKE38422+R 

, IrNEXTR 

PRINT" {home} "TAB(29) "PUZZLE"TABC29) " 

E6  Y3" 

FORK=0TO3:POKE7  754+K,100;POKE38474+K, 

0 ; POKE7864+K, 99 : POKE38584+K, 0 :NEXTK 

FORK=22T088STEP22 :POKE7753+K, 103 : POKE 

38473+K, 0 : POKE7  758+K, 101 :POKE38478+K, 

0 : NEXTK 

IFP1=0THEN340 

FORK=0TO66STEP2  2:FORJ=0TO3;POKE7775+J 

+K,PEEK(7605+J+K) 
337  POKE38496+J+K,PEEK(7609+J+K) :NEXTJ:NE 

XTK:GOT03  52 
340  READA,B,C:IFA=-1THEN355 
350  POKE7776+A, B: POKE38496+A, C : GOTO340 

352  READA,B,C:IFA=-1THEN355 

353  GOT0352 

355    F0RT==1T01 500: NEXT 

360    P0KES1,23  5:P0KEV,15:PRINT"£H0ME] "TAB( 

228) "{RVS} {red} IGOl £0FF3 {BLU}" 
365    FORT=1TO500:NEXT: PRINT" {home} "TAB( 228 

) "{4    SPACES} ":POKES1,0:TI$="000000" 
370    IFHO1THEN380 

375    IFT$<=TI$THENT?=TI$:GOTO600 
380    GETB?:IFB$=""THEN370 
390    D=ASC(B?) :0N-CD=47)-2*(D=58)-3*CD=61 ) 

-4*(D=64)-5*(D=13)GOTO410,440,470,500 

,620 
400    GOTO370 

410  IFPEEK(S-22)=100THEN370 
420  POKES, PEEK(S-22 ) : POKESC, PESK ( SC-22 ) :P 

OKES-22 , 32 :POKESC-22 , 1 : S=S-22 : SC=SC-2 

2 
430  GOSUB530:GOTO370 
440  IFPEEKCS+1)=101THEN370 


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Commodore  64  Notes 

Chris  Metcalf,  Programming  Assistant 

The  Commodore  64  version  of  "Mosaic 
Puzzle"  is  very  much  the  same  as  the  original 
VIC  version.  However,  some  minor  changes 
have  been  made.  Either  the  RETURN  key  or 
the  fire  button  allows  you  to  pause  momen- 
tarily before  resuming  the  game,  restarting 
the  program,  or  stopping  play  entirely. 
Breaking  off  and  resuming  has  no  effect  on 
the  time  clock  (displayed  at  the  top  of  the 
screen  along  with  the  time  limit). 

As  an  aid  to  the  user,  various  keys  for 
up,  down,  right,  and  left  can  be  selected  at 
the  beginning  of  the  game.  A  joystick  can 
also  be  used,  as  long  as  it  is  plugged  into 
control  port  two.  The  time  limit  is  an  option 
in  this  version;  if  no  time  limit  is  selected, 
the  screen  will  display  elapsed  time  and  TIME 
LIMIT:NONE. 


739  1FV$="1"THEN2 

740  IFV$="2"THENP1=1:GOT03 

745  DATA0, 49, 0,1, 178, 4. 2, 51, 0,3, 180, 4 
750  DATA22, 53, 0,23, 182, 4, 24, 55, 0,25, 184, 4 
760  DATA44, 57, 0,45, 129, 4, 46, 2, 0,47, 131, 4 
770  DATA66, 4, 0,67, 13 3, 4. 68, 5, 0,69, 32,1 
780  DATA-1,-1,-1 
790  DATA208, 150, 0,50, 208, 75, 0,50, 208, 75, 2 

18,175,208,115,218,175,224,250,0,0,-1 

,-1 


in£rrcs?S£ir:99-t9,t6  "cm i -moiie 


PUZZLE 


450  POKES , PEEK ( S+1 ) : POKESC , PEEK ( SC+1 ) : POK 

ES+1 , 32 : POKESC+I , 1 : S=S+1 : SC=SC+1 
460  GOSUB530:GOTO370 
470  IFPEEK(S-I)=103THEN370 
480  POKES, PEEK (S-1) : POKESC, PEEK CSC-1 ) : POK 

ES-1 , 32 : POKESC-1 , 1 i S=S-1 : SC=SC-1 
490  GOSUB530:GOTO370 
500  IFPEEK(S+22)=99THEN370 
510  POKES, PEEK (S+2 2) iPOKESC, PEEKCSC+22 ) :P 

OKES+2  2,32: POKESC+2  2 , 1 : S=S+2  2 : SC=SC+2 

2 
520  GOSUB530:GOTO3  70 

530  FORM=0TO66STEP22:FORN=0TO3STEP1 
540  W=PEEK(7776+M+N) : IFW-128>0THENW=W-128 
550  IFW<>PEEK(8018+M+N)THENRETUEy!l 
560  NEXTN:NEXTM 
570  T?=TI$: PRINT "{home} "TAB (226) "{RVS} 

{YEL]Y0U  WIN! {off} [BLUS" 
580  READN,D:IFN=-1THEN620 
585  POKES1,N:FORT=1TOD:NEXT:GOTO580 
600  PRINT "{home) "TAB (225) " f RVS } {GRN] lYOU 

{SPACE} LOSE  I {OFF] {BLU} " : POKES2 , 135 :PO 

KES1,128:FORT=1TO500:NEXT 
610  POKES2,0:POKES1,0 
620  T5=TI? : FORK=0TO66STEP22 :FORJ=0TO3 : POK 

E7605+K+J, PEEK(7776+K+J) 
630  POKE7609+K+J,PEEK(38496+K+J ) :NEXTJ:NE 

XTK 
700  PRINTTABC199) "HIT  RETURN  TO  PLAY"SPC( 

10) "AGAIN" 
710  PRINT" {3  RIGHT}TIME="LEFT5(T?,2); ":"M 

ID$(T$,3,2) r ": "RIGHT$(T$,2) 
720  GETC$:IPC$=""THEN720 
730  IFC$=CHR$C13)THENP0KESS,INT(S/256) :P0 

KESS+1 , SAND255 : CLR:G0T0736 

735  GOTO720 

736  PRINT "{CLR) RESET {RVS] 

[grn)1{0FFHBLU}  {home}  {2  DOWNJOR  AS  Y 
OU  LEFT  IT. {RVS}{PUR}2{0FF}{BLUJ" 

737  GETV$:IFV$=""THEN737 

738  IFV$<"1"0RV?>"2"THEN737 

96    COMPUTE!    October  1983 


"Mosaic  Puzzle,"  64  version. 

Program  3:  Mosaic  Puzzle  -Atari  Version 

Translation  by  Marc  Sugiyama,  Programming  Assistant 


PUZZLE$(16) ,G0AL4C16 
GOAL* 


lZ3:456789RBCI>Er 


110  DIM  ANS*(1) 

)  ,  TEMP*  (  1  ) 
120  PUZZLE*= 

=  "  <:  16 

130  CHBASE=PEEK ( 106) *256: I 
ASE+17>=102  AND  PEEK(C 
=126  THEN  170 

140  POKE  106, PEEK ( 106) -6: G 
16:SETC0LQR  0,0,0:POSI 
RINT  #6; "PLEASE  STAND 

150  CHBASE=PEEK ( 106) «256 

160  FDR  l=&  TO  479:POKE  CH 
K <57344+I > :POKE  708, PE 
NEXT  I 

170  FOR  I=4S0  TO  487: POKE 

:POKE  CHBASE  +  a+I  ,  128:  N 

130  FOR  1  =  496  TO  SI  1:  POKE 

:NEXT  I:  POKE  r.HBASE  +  49 

CHBASE+51 1 , 2S5 

190  GRAPHICS  2:SETC0LDR  2, 

200  SETCOLOR  4 , 0 , 0 : SETCOLO 

TCQLQR  1,0,3 
210  TIME=0:PRINT 
A  TIME  LIMIT 
ANS*: IF  ANS*< 
THEN  210 
220  IF  ANS*="N"  THEN  290 
230  TRAP  230: PR  INT  "{CLEAR 
MINUTES  9{2  LEFT>";:I 
240  TRAP  40000; IF  MIN<0  OR 

MIN)   THEN  230 
250  T  IME  =  3600tMIN 
260  TRAP  260:PRINT  "{CLEAR 
SECONDS  0{2  LEFTD";:! 


{CLEARED 
N{2  LEFT 
"Y"  AND 


F  PEEK  (CHB 
HBASE+470) 

RAPHICS  2+ 
TION  2, 6: P 

BY" 

BASE+I , PEE 
EK'<  53770)  : 

CHBASE+I , 1 
EXT  I 

CHBASE+1 , 0 
6, 255: POKE 

0,  10 

R     2  ,  0  ,  0  :  S  E 

0  YOU  WANT 
>  "  ;  :  INPUT 

ANS* <  :;  "N" 


3  NUMBER  OF 
NPUT  MIN 
MIN^  >INT  < 


}•  NUMBER  OF 
NFUT  SEC 


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Atari  Notes 

Marc  Sugiyama,  Programming  Assistant 

"Mosaic  Puzzle"  for  the  Atari  is  similar  to 
the  original  VIC  version;  however,  there  are 
some  differences.  As  you  select  the  order  for 
the  goal,  the  letters  will  move  from  the  puzzle 
box  to  the  goal  box.  The  game  begins  once 
you  have  selected  all  of  the  letters  and  num- 
bers (do  not  forget  about  the  space).  If  you 
have  selected  a  time  limit,  the  amount  of 
time  you  have  left  is  displayed  at  the  bottom 
of  the  screen.  If  you  did  not  select  a  time 
limit,  the  elapsed  time  is  displayed. 

You  move  the  space  (hole)  around  the 
puzzle  board  with  a  joystick  plugged  into 
the  first  port.  Pressing  the  trigger  activates 
the  pause  function.  The  timer  is  stopped, 
but  the  screen  is  cleared  as  well.  Pressing 
the  trigger  again  returns  you  to  the  game. 
Pressing  Q  while  you  are  in  the  game  allows 
you  to  quit  the  program. 


;  SEC; 


270     TRfiP     40000:  IF     SEC<0     DR     SEC<MNT< 

BEC)      DR     SE059     THEN     260 
280     TIME=TIME+SEC«60: IF     TIME=0     THEN 

230 
290  GRAPHICS  2+ 1  6  :  SETCQLOR  4,i3,0;5ET 

COLOR  2, 8, S: SETCOLOR  0,1,4:SETCO 

LOR  1,5,10:POKE  756 , CHBft3E/256 
300  XP0S=4: YPDS=3 
310  BDSUB  S80:GOSUB  860 
320  POSITION  1,11:PRINT  #6; "TYPE  IN 

GOAL  ORDER" : SPfiCE= 1 : OPEN  #1,4,0, 

"  K :  ■■ 
330     GET     #1,AC:IF      <AC:;49     OR     AO70     OR 
(AOS7     AND     AC<:65)>     AND     AC032     TH 

EN  330 
340  IF  AC=32  THEN  HERE=16:G0T0  360 
350  HERE=AC-48: IF  HERE>9  THEN-HERE=H 

ERE-7 
360  IF  PUZZLE* (HERE, HERE) ="   "  THEN  3 

30 
370  PUZZLES (HERE, HERE)="  ":GOAL*(SPA 

CE, SPACE) =CHR$(AC+12a):5PACE=SPA 

CE+1 
380  GOSUB  860:GOSUe  870: IF  SPACE<>17 

THEN  330 
390  CLOSE  ttl  :  PUZ  ZLE$=  "F^*.gWi^J=W:1iI»J>33 

[ai":GOSUe  a60:POSITION  1,11:PRIN 

T  #6;  "CIS  SPACES]  " 
400  POKE  18,0:POKE  19,0:PDKE  20,0 
410  CLOCK=PEEK (18) *65536+PEEK (19) *25 

6+PEEK (20) 
420  IF  TIME<>0  AND  CLOCK: =TIME  THEN 

580 
430  POSITION  5, 11: IF   NOT  TIME  THEN 

450 
4  40  riIN=INT  (  (TIME-CLOCK)  /3600)  :  SEC=I 

NT  (  (TIME-CLOCK)  /60) -60«MIN: GOTO 

460 
450  MIN=INT (CLOCK/ 3 600) : SEC=INT (CLDC 

K/60) -60»MIN 

98    COMPUTE!    October  1983 


410 


THIS  = 


460  PRINT  #6; "TIME  ";MIN;":* 
:  IF  STRIG(0)=0  THEN  780 
IF  PEEK (764) =47  THEN  670 
JDY=STICK (0) : IF  JDY=15  THEN 
HERE=XPDS+YPOB*4 
IF  JDY=13  AND  YPOS<>0  THEN 
-4:G0SUB  560 : YPQS=YPQS-1 
IF  J0Y=14  AND  YP0SO3  THEN  THIS  = 
4:GDSLfB  560  :  YPOS  =  VPOS+ 1 
IF  JQY  =  7  AND  XPQ30  1  THEN  THIS  =  - 
1: GOSUB  560: XPOS=XPOS-l 
IF  JOy=ll  AND  XPaS<>4  T-HEN  THIS  = 
i:GGSUB  560: XP0S=XP0S+1 
POKE  77,0:6OSUB  860: IF  PUZZLE*=G 
OALt  THEN  720 
GOTO  410 
SOUND  0,  100,  ICK  10:   TEHP S  =  PU Z Z LE«  t 

HERt+THIS,HERE+THIS):PUZZLE$iHER 
E, HERE) =TEMP* 

PUZZLE* (HERE + THIS, HERE+THIS)=" «" 

: SOUND  0, 0, 0, 0: RETURN 

GRAPHICS  2+16: SETCOLOR  0,0,0: FOB 

IT  ION  0,5:  PRINT  #6s"yDU  RAN  OUT 

Of      TIME!":FOR  1=0  TO  254  STEP  2 
590  POKE  708, 255-1 : SOUND  0,I,10,10:N 

EXT  I : SOUND  0,0.0.0 
600  GRAPHICS  2+16: SETCOLOR  0,0.10 
610  POSITION  7,1:  PRINT  #6  ;  "  GH^H:  '  :  P 

nSITION  3,3:PRINT  #6;"1)T0  CONTI 

N  L=  E  " 
620  POSITION  2,5:PRINT 

T  OVER" 
630  OPEN  #1  ,  4,  0,  "K:  •' 
640  GET  ttl,AC;IF  hC<>49  AND  ACO50  T 

HEN  640 
650  CLOSE  #1:IF  AC=49  THEN  TIME=0:GD 

SUB  380: GOSUB  860: GOSUB  870: POKE 
18,0:  POKE  19,0:POh:.E  20,0:  GOTO  4 

10 
660  RUN 
670  T1=PEE.K  (  IS)  :  T2  = 

20) : GRAPHICS 


470 

480 

490 

500 

510 

520 

53  0 

540 

550 

56  0 

570 

580 

#6; 


DTD  STAR 


=  PEEK  <  19)  : T3  =  PEEK 

^+16: SETCOLOR  0.0, 


PRINT  «6; "DO  YOU 
OPEN  #1 , 4, 0,  "K:  " 
AC< >89  AND  AC<>7S 


l^A 


AC=S9  THEN  GRAPHICS 


1=0     TO  254  STEP  2: POKE  703 


680  POSITION  0,6; 
NT  TO  QUIT?": 
690  GET  #1 , AC: IF 

HEN  690 
700  CLOSE  #1 : IF 

0:  END 

710  GOSUB  8S0:BOSUB  B60:GOSUB  a70:PO 
KE  20, T3: POKE  19, T2: POKE  18,T1:G 
OTD  410 
720  FOR  1  =  1  TO  100: POKE  7  12, PEEK  (537 

70 )  : NE  X  T  I 
730  GRAPHICS  2+ 1 6 : SETCOLOR  0,0,0:PDS 
ITION  4,5:PRINT  #6;"Y0U  DID  IT-' 
"sFOR 
,  I 
740  SOUND  0,255-1 , 10, 10: NEXT 
750  GRAPHICS  2+ 1 6 : PDS I T I  ON  3 

LOR  0,1,10:PRINT  «6;"PRESS 
BER" :  POSITION  4,  6: PR  I  NT  #6;" 
RY  AGAIN" 
760  IF  STRIG(0)=1   THEN  760 
770  RUN 

780  GRAPHICS  2+ 1 6 : T 1 =PEEK ( 1 3 ) : 12 
K ( 19) : T3=PEEK (20) : POSITION  4 
PRINT  #6; "PAUSE  ACTIVE" 
790  POSITION  3,11:PRINT  #6 

RIGGER" 
300  IF  STR16(0>=0  THEN  800 
810  IF  STR16(0)=1  THEN  810 


I 


SETCO 

TRIG 
"TO  T 


=  PEE 
1  0: 


'PRESS 


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820 

830 
S40 

8  50 
S60 


870 

880 

890 

900 
910 

920 
930 


IF 

BOS 

POK 

:  GO 

END 

FDR 

T  *i 

:  RE 

FDR 

NT 

RET 

GRfl 

COL 

LOR 

PDK 

:  PR 

PD3 

ITI 

FDR 

#6; 

PRI 

POS 

ITi 

POS 

OSI 

URN 


STRIGi0)=0  THEN  B20 

UB  B30:GOSUB  S60:BO:.UB  870 

E  18, Tl: POKE  19, T2: POKE  20, T3 

TO  410 


ELSE  IF  K- 
SOUND  (150, 


7  THEN 
110,0): 


700  EL 
:  GOTO 


1  = 
6;  P 
TUR 

1  = 
#6; 
URN 
PHI 
OR 

E  7 
INT 

ON 

1  = 
■■  \  -C 
NT 
ITI 
ON 
ITI 
TIO 


0  TD  3: POSITION  2, I +4: PRIM 
UZ ZLE*  (  I  *4+l  ,  I  t4+4 )  :  NEXT  I 
N 

0  TO  3:P0SITiaN  I4,I+4:PRI 

GOAL*  (  I  *fl  +  i ,  I  *4  +  4)  : NEXT  I: 


CS  2 
1,5, 

10.6 
56,  C 
«6; 
ON  2 
14,3 
4  to 
4  SP 
tt6;  " 
ON  2 
14,3 
ON  1 
N  14 


+  1 
4: 

:  S 
HB 
"h 

3  ■— " 

:  P 
7 
AC 
\  -C 
,  B 
:  P 
,  9 
',  9 


6: 
SE 
ET 
AS 

e;-; 

:  P 

RI 
P 

ES 

4 

:  P 

RI 
P 
P 


SETCOLOR  0,i,4:5ET 
TCOLOR  2,8,8:3ETC0 
COLOR  4,0,e 
E/256: POSITION  5,2 
puzzle" 

RINT  #6;" ":POS 

NT  #6;  " " 

OSIT ION  1 , I : PRINT 
:i" : POSITION  13,1: 


SPACES] D 
RINT  #6; 
NT  tt6;  '■  ■ 
RINT  #6; 
RINT  #6; 


NEXT     1 
---■-■'■"  :  POS 


rm^3E"  :  P 
FTiEC"  :  RET 


HEX    PUZZLE 


1234 
5678 
9ABC 
DEF 


PUZZLE 


3476 
129E 
CDAB 
8F5 


GOAL 


TIME    0:6 


"Mosaic  Puzzle,"  Atari  version. 


Program  4:  Mosafc  Puzzle  - 

by  Rick  Rothstein 

190  CALL  HAGNIFY<4);:  R 

DIM  TILE ( 16) , TEMP ( 1 

)=16  ::  FR=153 
200  CALL  CLEAR  : :  CALL 
CALL  CHARSET  : :  CA 

0"  ,  71  ,  RPT*  (  "0"  ,  12)  S( 
210  DISPLAY  AT(1,9>:RPT 

DISPLAY  AT(2,9):"0P 
220  DISPLAY  AT(3,9):RPT 

DISPLAY  AT ( 10, 4) : "P 
: :  DI SPLAY  AT ( 1 1 , 4 

HHH" 
230  DISPLAY  AT<13,6>s"l 

•PUZZLE"   : :   DISPLAY 

P;  '■2*«##«#LETTER«PU 
240  WASTE=RND  : :  CALL  K 

IF  ST=0  THEN  240 
250  IF  K=49  THEN  1=0  EL 


#####«NUMBER 
AT ( 16, 6) BEE 
ZZLE" 
EY (0, K, ST) : : 

SE  IF  K=50  T 


260 

270 

280 
290 

300 
310 
320 

330 

340 
350 

360 

370 

380 
390 

400 


■  Tl  Version 

ANDOMIZE     :; 

410 

6)::      TEMP<16 

420 

SCREEN  C 1  1  )  :  : 

430 

LL     CHAR (35," 

"FF0000FF") 

*  (  "  G  "  ,  1  2  >  5  : 

TION«#MENU" 

440 

*  (  "  H  <•  .  1  2  )  :  : 

RESS«#«#FOR" 

) : "HHHHH#»«» 

450 


460 


:  CALL  SCREEN(4) : : 
RESTORE  710  ELSE  RE 


HEN  I=t 
SE  CALL 
240 

CALL  CLEAR  : 
IF  1=0  THEN 
STORE  790 

FOR  1=80  TO  136  STEP  4  ::   READ 
A*,B*  ::   CALL  CHAR  C  I  ,  "  FFFF  "  !,A*& 
■'FFFFFFFF"ScBt&"FFFF">  :  :  NEXT  I 
::  CALL  CHAR ( 1 40 , RPT* (  " 0  "  , 64 )  ) 
CALL  CHAR (71 , "00000000000000003 
0303030303030300000FrFF" ) 
CALL  CHAR (74, "00003F3F303030300 
0  00FCFC0C0C0C0C303030303F3F000  0 
0C0C0C0CFCFC" ,78,  RPT* ( "0C"  ,8) &"0 
0000000FFFF" ) 

RESTORE  870  : :   FOR  1=38  TO  47  j 
:  READ  At  ::  CALL  CHARCI,A*):: 
NEXT  I 

CALL  COLOR (5, 15, 2,6, 15, 2) : :  CAL 
L  HCHAR (2, 7, 71 , 20) : :  DISPLAY  AT 
(3,5)  :  "GJ"!<RPT*  <  "  I  "  ,  1  6  )  &  "  KG  " 
FOR  1=4  TO  16  STEP  4  ::  DISPLAY 
AT  (  I  ,  1  )  :  RPT*  <  "*««#GH"SjRPT*  (  "G" 
,  16)  «c"NG###«"  ,4)  :  :  NEXT  I 


"GL"ScRPT«  (  "0"  , 
HCHAR (21,7,71, 


DISPLAY  AT (20, 5) : 
16)&"MG"  5s  CALL 
20) 

GOSUB  890  ::  FOR  1=1  TO  15  ::   T 
ILE( I )=I   : :   NEXT  I 

FDR  J  =  l  TO  15  ::   R= 1  +  I  NT  ( RND »  ( 1 
6-J));:   TEMP ( J) =TILE (R) : :   TILE( 


NEXT  J 
TO  14  : :   FOR  J=l 
TEMP(I) >TEMP(I+J 


R) =TILE (  16-J)  :  : 
N=0  ; :  FOR  1=1 
TO  15-1  ::   IF 
)THEN  N=N+1 

NEXT  J  ::  NEXT  I  ::   IF  N/20INT 
(N/2)THEN  TEMP (16)=TEMP(15) : :   T 
EMP(15)=TEMP< 14)  :  :   TEMP ( 1 4 ) =TEMP 
(  16)  :  s  TEMP  (  1  6  )  =  16 


FOR  1=1  TO 
) : :  NEXT  I 
FOR  1=22  TD 
J=62  TO  164 


16 


TILE  ( 
:  N=0  : :  S 
124  STEP  3 
STEP  34  : : 


CALL  LOCATE (ttTILECN) , 
XT  J  : :  NEXT  I 
MOVE*=""  ::  TOTAL=0  :: 
AT  (24,  1 )  : CHR* (32  +  6*DIR 
)«+#,-(.+/:  #0#»##«##"a< 
»N0)5:  CALL  SOUND(1S0, 
GOTO  430 

CALL  SOUND( 150, 1 10, 0) 
WASTE=RND  ::   IF  K=73  Q 

K=10S  OR  K=110  THEN  4 
CALL  KEY ( 1 , KK, ST) : :  IF 
EN  670  ELSE  CALL  JOYST 

IF  ABS (X) +ABS (Y) =a  OR 
EN  450 

IF  X/4= (-1 ) - ( 1-DIR) THE 
E  IF  X/4=(-l)''(2-DIR)  T 
LSE  IF  Y/4=(~l)-"  (2-DIR 

ELSE  IF  Y/4=(-l)^:i-D 
90 
CALL  KEY (0, K, ST) : ;   IF 

430  ELSE  IF  K=45  THEN 

IF  K=a3-H0RZ  OR  K=115 
N  510 
IF  K=68+H0RZ  OR  K=100+ 

550  ELSE  IF  K=88-VERT 


I ) =TEMP ( I 

P=16 

4  : :  FOR 

N=N+1  : : 
I  ,- J  )  :  :  NE 

DISPLAY 
) &"#«### ( 
CHR* (39-7 
666, 0} : : 


R  K=78  OR 
50 

KK=18  TH 

(  1 , X, Y)  :  : 

X+Y=0  TH 

N  510  ELS 
HEN  550  E 
)THEN  630 
IR)THEN  5 

ST=0  THEN 

670  ELSE 

-HORZ  THE 

HORZ  THEN 
OR  K=120 


100    COMPUn!    October  1983 


n 

filKEIIIMXyH 

m  KEEP  sEAKCHm  m 
BEnmKAsm 

Kidnapped  in  revenge  and  locked  in  hatred  some- 
.where  deep  beneath  your  castle,  is  your  princess. 

Gwendolyn. 

The  prosperity  of  your  kingdom,  the  end  of  a  bitter 
feud,  your  very  future  depend  on  finding  her. 

You  swear  that  no  obstacle  can  stop  you.  But  the  high- 
resolution,  3-D  graphics,  animation  and  sound  effects 
make  the  obstacles  that  await  you  more  formidable  than 
you  can  imagine. 

And  with  over  ninety  different  screens  and  two  full 
sides  of  play,  those  obstacles  and  the  decisions  you  must 
make  can  appear  endless.  In  fact,  you  may  have  to  endure 
hours  of  searching  to  rescue  Gwendolyn. 

But  for  her,  you  would  endure  anything,  wouldn't  you? 

Gwendofyn-a  non-violent,  intermediate  graphic  adventure  game,  written 
by  Marc  Russell  Benioff,  Atari  40K  Disk  $27.95,  Artworx  Software  Co.,  Inc., 
150  N.  Main  St.,  Fairport,  N.Y.  14450.  For  a  free  catalog  of  Artworx 
Software  for  the  Atari,  Apple,  V!C-20  &  Commodore  &4  computers,  write 
or  call  800-828-6573. 


IB 

These  are  just 

ttiree  of  over 

ninety  exciting 

screens. 


Aiari.Apple,VIC-20&  Cornmottoreft^ 
ate  te^iileted  Iradentafbs 


So  you  can  play. 


TI-99/4A  Notes 

Rick  Rothstein 

The  TI/99-4A  version  of  "Mosaic  Puzzle" 
requires  Extended  BASIC.  In  this  version, 
you  have  the  option  of  requesting  either  let- 
ters (A-O)  or  numbers  (1-15)  within  a  4-by-4 
frame.  When  you  have  entered  your  choice, 
the  game  board  with  its  lettered  or  numbered 
blocks  appears  in  a  scrambled  order.  The 
object  of  the  game  is  to  slide  the  blocks  about, 
one  at  a  hme,  to  bring  them  to  one  of  several 
preselected  patterns.  Some  patterns  that  you 
can  try  to  duplicate  are  given  in  the  table. 

Move  the  lettered  or  numbered  blocks 
around  the  game  board  with  a  joystick  or  the 
keyboard  (E,  S,  D,  and  X  keys).  You  actually 
have  a  choice  of  moving  either  the  free  space 
(hole)  or  the  labeled  blocks.  The  game  is  ini- 
tially set  to  move  the  free  space,  but  by 
pressing  I  (note  the  appearance  of  the  left- 
right  arrow  symbol  in  the  lower-left  corner 
of  the  screen),  you  can  move  the  labeled 
blocks. 

Each  move  that  you  make  is  tallied,  and 
the  total  number  of  moves  is  given  at  the 
bottom  of  the  screen.  Moves  are  normally 
accompanied  by  a  sliding  noise  (notice  the 
note  symbol  at  the  lower-right  corner  of  the 
screen).  If  this  noise  becomes  annoying,  press 
N  and  the  noise  will  cease  (the  note  will  also 
disappear). 

At  certain  times  during  the  game,  you 
may  wish  to  retrace  your  previous  moves. 
Press  -  (minus  sign)  or  hit  the  fire  button  to 
step  back  through  each  preceding  move. 


With  this  option,  a  maximum  of  250  moves 
can  be  recalled. 

Once  you've  achieved  the  desired  pre- 
selected pattern  from  its  scrambled  be- 
ginnings, you  can  restore  the  original  game 
board  pattern  by  pressing  FCTN  (REDO) 
and  challenge  yourself  or  others  to  beat  your 
tally. 

Other  options  available  to  you  during 
the  game  are: 


Keystroke 
FCTN  (BACK) 

FCTN  (BEGIN) 
FCTN  (ERASE) 


Description 
Returns  to  the  letter  or 
number  option  menu 
Starts  a  new  game 
Ends  the  program 


Possible  Patterns  For  Puzzle,  Tl  Version 

12      3      4 

1      5      9      13 

7      8      9      10 

5      6      7      8 

2      6      10    14 

6      1      2      11 

9      10    11    12 

3      7      11    15 

5      4      3      12 

13    14    15 

4      8      12 

15    14    13 

Horizontal 

Vertical 

Spiral 

12      3     4 

12    2      1     15 

A    B     C     D 

12    13    14    5 

7     9      10  4 

E     F     G    H 

11           15    6 

11    5      6     8 

I      J      K    L 

10    9      8      7 

14    13  3 

M    N    O 

Peripheral 

Adds  To  Thirty 

Horizontal 

A     E     I      M 

G    H    I      J 

A     B     C     D 

B     F     J      N 

F     A     B     K 

L     M    N    E 

C     G     K    O 

E     D    C     L 

K           OF 

DHL 

O    N     M 

J      I      H    G 

Vertical 

Spiral 

Peripheral 

FOG 

ELF 

BIND 

JAMB 

HELM 

DOCK 

JACK 

NIGH 

Words(l) 

Words(2) 

-VERT  THEN  59 
T  OR  K=10H-VE 

470  IF  K=6  THEN  C 
26):;  BOSUB  8 
E  IF  K=7  THEN 

480  IF  K=15  THEN 
)  :  :  GOTO  200 
CALL  HCHARC24 
0  ELSE  IF  ST= 

490  IF  K=78  OR  K= 
:  FR=153+ND«3 
<24, 30, 39-7«N 

500  IF  K=73  OR  K= 
DRZ  : :  VERT=1 
R  : :  CALL  HCH 
:  GOTO  420  EL 

510  IF  SP=i  OR  BP 

3  THEN  410  EL 

POSITrDN<»TI 

CALL  SOUND (40 

520  IF  MINUS=0  TH 
ELSE  MINUS=0 

102     COMPUIE!    October  1983 


0  ELSE  IF  K=67+VER  530  FOR  I=CaL  TO  COL+34  STEP  2  s:  C 

RT  THEN  630  ALL  LOCATE <#T 1 LE ( SP ), ROW , 1 ): ;  N 

ALL  HCHAR (24, 4, 32,  EXT  I 

90  ::  GOTO  380  ELS  540  TI LE ( SP+1 ) =T ILE ( SP ) : :  TILECSP)= 

700  It,  ::  CALL  SOUND  (- 1  ,  FR  ,  30 ):  :  GO 

CALL  DELSPRITE(ALL  TD  690 

ELSE  IF  K=14  THEN  550  IF  SP=4  OR  SP=8  OR  SP=12  OR  SP= 

,4,32,26)::  GOTO  34  16  THEN  410  ELSE  SP=SP+1  ::  CAL 

-i  THEN  420  L  POS I T I  ON ( #T I LE  ( SP )  , ROW , COL )  i  ; 

110  THEN  NO=l-NO  :  CALL  SOUND ( 4000 , FR, 1 4 JNO ) 

0000  j:  call  HCHAR  560  IF  MINUS=0  THEN  nOVE*= " R " &MOVE« 

0)::  GOTO  420  ELSE  MINUS=0 

105  THEN  H0RZ=15-H  570  FOR  I=COL  TO  COL-34  STEP  -2  :: 

9-VERT  ::  DIR=1-DI  CALL  LOCATE ( #T  ILE ( SP)  , ROW,  I ):  ; 

AR (24, 3, 32+6»DIR) :  NEXT  I 

SE  410  580  TILE (SP-1 )=TILE (SP) : :  TILE(SP>= 

=5  OR  SP=9  DR  SP=1  16  :;  CALL  SOUND (- 1 , FR , 30 ): :  60 

SE  SP=SP-1  ::  CALL  TD  690 

LECSP) ,ROW,COL) : :  590  IF  SP>12  THEN  410  ELSE  SP=SP+4 

00,FR,14«NO)  ::  CALL  POS I T I  ON ( #T I LE ( SP )  , ROW , 

EN  MOVE«="L"&MGVEt  COL):;  CALL  SOUND ( 4000 , FR, 1 4*NO 

) 


YOU'RE  IN  TROUBLE! 


The  word's  out  on  Parallax.  FAST.  You  better 
be  fast,  really  fast  to  beat  those  evil  Silurians. 
Watch  out!  Wave  after  screaming  wave  of 
gravity  force  fields  can  tear  you  apart.  Quick! 
Aim  your  missiles.  Fire!  Fire  again!  You  must 
destroy  those  oscillating  gravitonic  genera- 
tors or  else!  Oh  no...  the  Silurian  orbital 
launchers  are  now  slamming  multiple  war- 
heads at  you  from  all  sides  at  once.  Dont 
panic!  You're  fast. .  .you  have  to  be...  to  meet 
all  the  high-speed  challenges  of  Parallax, 
the  most  kinetic  game  going! 


10  DIFFERENT  FAST^ACTION 
SCREENS + MULTI-BONUS  SCREENS 

2-PLAYER  OPTION 

lOOJo  MACHINE  LANGUAGE 

16K  PLUS*JOYSTICK 

DISK  OR  CASSETTE 

From  the  makers  of  Tiion  (in  3-D}  and  Space 

Ace,  ffl-Rated  Game  of  1982^  S34.95.  See  your 

dealer  and  play  the  game  or  order  direct. 


o    L 


374  WildimodAve..  Piedmonl.  CA  946t1 

PHONE  OROBm:(4J5IB93-W90VISA/IVIC 

Pieaseadd  SI. 50  postage  and  handling. 

Calif,  residents  add  6.5%  sales  tax. 

•COMPUTER  DEALER.  Jan..  1983 

Atari  is  a  registered  Irademarlr  ofAiari  Inc. 

Commodore  64  is  a  registered  trademark  ot 

Commodore  Business  Machines.  Inc. 

c  1983  ijy  London  Software 


DESIGNED  BY  GREG  YOUNG.  FOR  ALL  ATARI  COMPUTERS  AND  THE  COAAMODORE  64. 


600 


610 


620 


630 


640 


650 


660 


670 


680 


690 


700 


710 


720 


730 


740 


8FC, 
750 


760 


770 


780 


790 


800 


810 


'D"S<MOVE«   020 


830 


STEP  2 
I , COL) 


C 
N 


:  TILE(SP>= 
FR, 30) : :  BO 


IF  MINUS=0  THEN  MOVE*= 

ELSE  MINUS=0 
FOR  I=ROW  TO  ROW-34  STEP  -2  :: 
CftLL  LOCATE<#TILE{SP) , I,COL) : : 
NEXT  I 

TILE(SP-4)=TILE tSP) : ;  TILE(SP)= 
16  ::  CALL  SOUND <- 1 , FR , 30 ): :  GO 
TO  690 

IF  SP<5  THEN  410  ELSE  SP=SP-4  : 
:  CALL  POSITION(#TILE CSP) ,ROW, C 
DL)::  CALL  SOUND  £  4000 , FR ,  1 4 tNO ) 
IF  MINUS  =  0  THEN  MDVE*=  "  U  "  SsMOVE* 

ELSE     MII\tUS  =  0 
FOR     I=RQW     TO     ROW+34 
ALL     LOCATE C#TILE <SP) 
EXT     I 

TILE{5P+4)=TILE(SP) : 
16  s :  CALL  SOUND (-1 
TO  690 

IF  MOVE«=""  THEN  410  ELSE  MINUS 
=1  ::  K=ASC (MOVE*) : :  MOVE«=SEG* 
(MOVE*, 2, 250) : :  TOT AL=TOT AL-2 
IF  K=S2  THEN  510  ELSE  IF  K=76  T 
HEN  550  ELSE  IF  K=S5  THEN  590  E 
LSE  IF  K=6a  THEN  630 
TOTAL=TOTAL+l  ::  DISPLAY  AT(24, 
19) SIZE (4) BEEP: TOTAL  ::  MOVEt=S 
E6* (MOVE*, 1 , 250) : :   BOTO  420 
CALL  DELSPRITE (ALL) : :  CALL  CLEA 
R  :  :  END 

DATA  FEFEFEFEFEFEFEFEFEFEFEFE,7 
F7F7F7F7F7F7F7F7F7F7F7F, FBF0F3F 
FFFFFFEFCFaFlF0F0, 1 F0FCFCFBF 1 F3 
F7FFFFF0F0F 

DATA  FaF0F3FFFFFEFEFFFFF3F0FB, 1 
F0FCFCFBF1F1F8FCFCF0F1F, FFFFFEF 
CF8FlF0F0FFFFFFFF,aF0F0F4FCFCF0 
F0FCFCFCFCF 

DATA  F0F0F3F3F0F0FFFFFFF3F0Fa, 1 
F1FFFFF3F1F8FCFCFBF1F3F, FCF8F1F 
3F0F0F1F3F3F1FSFC, 1F1FFFFF3F1FSF 
CFCF8F1F3F 

DATA  F0F0F3FFFFFFFFFEFEFEFEFE, 0 
F0FCFaF9FlF3F3F7F7F7F7F,FCFBF9F 
9FCF8F1F3F3F1F 
,  3FlF9F9F3FlFaFCFCFaFlF3F 
DATA  FCF8F1F3F3F1F8FCFFFFF8F8. 3 
F1F8FCFCF8F0F0FCF8F1F3F, CFCECCC 
CCCCCCCCCCCCCCECF, 0F0763F3F3F3F 
3F3F363070F 

DATA  F3F3F3F3F3F3F3F3F3F3F3F3, C 
FCFCFCFCFCFCFCFCFCFCFCF, CECCCCC 
FCFCFCFCFCECCCCCC,0703F3F3E3C78 
F1F3F7F0303 

DATA  CECCCCCFCFCFCFCFCFCCCCCE,  0 
703F3F3E3a7a7E3F3F30307,CFCFCFC 
FCECCCCCCCFCFCFCF,E3C3a31333730 
303F3F3F3F3 

DATA  CCCCCCCCCCCCCFCFCFCCCCCE,0 
707FFFF0F07E3F3F3E3070F 
DATA  FEFCFaFlE3E7E0E0E7E7E7E7, 7 
F3F1FBFC7E70707E7E7E7E7, E0E0E7E 
7E7E0E0E7E7E7E0E0, 1F0FC7E7C70F0F 
C7E7C70F1F 

DATA  FaF0E3E7E7E7E7E7E7E3F0F8,0 
F07E7FFFFFFFFFFFFE7070F, E0E0E7E 
7E7E7E7E7E7E7E0E0,3F1FBFC7E7E7E 
7E7C7aFlF3F 

DATA  E0E0E7E7E7E0E0E7E7E7E0E0,  0 
707FFFFFF1F1FFFFFFF0707, E0E0E7E 
7E7E0E0E7E7E7E7E7,0707FFFFFF1F1 
FFFFFFFFFFF 
101  COMPUTCl  October  1983 


840 
850 

860 

870 

880 
890 


DATA 

F07E 

7E7E 

E7E7 

DATA 

F1F7 

FFFF 

E7E7 

DATA 

78F1 

7E7E 

FFFF 

DATA 

7C78 

0E4E 

2707 

DATA 

F0FC 

DATA 

aF8F 

4447 

7C 

DATA 

438, 

44 

FOR 

RITE 

+  4*1 

RN 


FaF0E 
7FFFFF 
0E0E7E 
E7E7E7 

F8F8F 
F7F7F7 
FFFFFE 
C70F1F 

E7E7E 
F3F7FF 
7E7E7E 
FF0707 

E7E3E 
707276 
6E6E7E 
B7C7E7 

FaF0E 
7E7E7E 

3060F 
86, 004 
C, 0044 


3E7E7E7E7E7E7E3F0FB,0 
Fe7a7E7E70707, E7E7E7E 
7E7E7E7,E7E7E7E7E70707 

EFEFEFEFEFEFEFEFBFS, 1 
F7F7F7F7F1F1F,FFFFFFF 
7E3F0F8,E7E7E7E7E7E7E7 

7E6E4E0E0E0E6E7E7E7, C 
FFF7F3FlFaFC7, E7E7E7E 
7E7E0E0,FFFFFFFFFFFFFF 

1E0E4E6E7E7E7E7E7E7, E 
7E7E7E7E7E7E7,E7E3E1E 
7E7E7E7, E7E7E7E7E7  6767 


3E7E7E7E7E7E7E3F0F3, 1 
7E7E7E7C70F1F 
F0000FF060C, 0E090e086 
46C54444444,007C44444 
444444281 ,007040784040 


00446454S44C44, 00444444444 
007 8447 84 4447B, 00784444  7848 

1=1  TO  16  STEP  2  ::  CALL  SP 
(*I,76+4«I,16,193,l,#I+i.a0 
,11,193,1)::  NEXT  I  :;  RETU 


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Frogger  hops  to  IBM!  Sierra  Gfn-Line  brought 
this  popular  coin-op  game  to  the  Apple,  Atari 
and  Com  64.  Now  we're  bringing  the  helpless 
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■Frogger  is  available  for  $34.95  from  your  local 
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Questions  Beginners  Asl( 


Tom  R.  Halfhill,  Features  Editor 


Are  you  thinking  about  buying  a  computer  for  the  first 
time,  but  don't  know  anything  about  computers?  Or 
maybe  you  just  purchased  a  computer  and  are  still  a  bit 
baffled.  Each  month  in  this  column,  COMPUTE!  zvill 
answer  some  questions  commonly  asked  by  beginners. 


Ql'm  looking  around  for  my  first  personal 
computer,  and  am  wondering  if  I  should 
get  an  8-bit  or  16-bit  computer.  I  don't  really  un- 
derstand the  difference,  except  I  was  told  by  a 
salesman  that  16-bit  computers  are  faster,  have 
more  memory,  and  w^ill  eventually  replace  8-bit 
computers.  Is  this  true?  Are  8-bit  computers 
becoming  obsolete?  Would  I  be  better  off  with  a 
16-bit  computer?  What  is  the  real  difference, 
anyway? 

A    These  questions  come  up  fairly  often,  so 
let's  deal  with  them  in  some  detail. 

First,  it's  not  true  that  8-bit  computers  are 
becoming  obsolete.  Most  of  the  computers  being 
sold  today  are  8-bit  computers,  especially  the 
under-$1000  home  computers.  Although  it  is  true 
that  16-bit  computers  will  likely  become  in- 
creasingly common,  8-bit  machines  (especially  in 
the  low  price  range)  will  be  around  for  a  good 
while. 

Nor  is  it  true  that  16-bit  computers  are  neces- 
sarily faster  or  contain  more  memory. 

The  difference  between  8-  and  16-bit  com- 
puters lies  in  their  Central  Processing  Units.  The 
CPU  is  the  central  "brain"  of  a  computer.  It  fetches 
instructions  written  by  programmers,  performs 
arithmetic  to  execute  the  instructions,  and  stores 
the  results  of  its  calculations  in  memory.  The  CPU 
controls  or  oversees  all  the  operations  performed 
by  the  computer.  Without  a  CPU,  a  computer 
would  be  a  brainless  collection  of  memory  chips, 
support  chips,  and  wires. 

In  very  large  mainframe  com-puicxs,  the  CPU 
might  be  a  unit  the  size  of  a  refrigerator,  made  up 
of  dozens  of  circuit  boards.  Microcomputers  (in- 
cluding personal  computers)  have  a  microprocessor 
CPU  -  a  CPU  that  fits  on  a  single  silicon  chip  smaller 
than  apenny.  Microprocessors  work  strictly  with 
binary  numbers  (I's  and  O's).  All  instructions 
and  numbers  required  for  calculations  must  first 

106     COMPUTE!     October  1983 


be  converted  to  groups  of  binary  numbers  before 
the  microprocessor  CPU  can  handle  them. 

Some  microprocessors  are  designed  to  handle 
groups  of  binary  numbers  only  four  digits  long. 
That  is,  all  numbers  and  instructions  must  be 
broken  up  into  groups  of  four  I's  and  O's,  such  as 
1101  or  1011.  This  would  be  called  a  4-bit  micro- 
processor (a  bit  is  a  binary  digit  -  a  1  or  a  0).  Port- 
able calculators  use  these  4-bit  chips. 

Other  microprocessors  are  more  powerful 
and  can  handle  numbers  and  instructions  in 
groups  of  eight  I's  and  O's.  These  are  8-bit  micro- 
processors. A  16-bit  microprocessor  handles  16 
bits  at  a  time,  a  32-bit  microprocessor  handles  32 
bits,  and  so  on. 

Generally  speaking,  the  larger  these  groupings 
(called  word  size),  the  more  powerful  the  computer. 
Computers  which  handle  numbers  internally  in 
larger  chunks  of  bits  can  work  faster  and  more 
efficiently.  Also,  they  generally  have  more  mem- 
ory because  they  are  designed  to  run  larger  pro- 
grams and  therefore  need  more  memory. 

But  keep  in  mind  that  these  are  general  rules, 
and,  as  always,  there  are  exceptions.  Several  other 
factors  also  determine  the  speed  of  a  computer 
and  the  amount  of  memory  it  contains. 

For  instance,  the  only  16-bit  home  computer 
now  on  the  market  is  the  Texas  Instruments  TI-99/ 
4A.  Its  maximum  memory  expansion  is  48K,  which 
is  no  more  (and  in  some  cases  less)  than  the 
maximum  memory  available  in  such  8-bit  com- 
puters as  the  Commodore  64,  Apple  Il/IIe,  Atari, 
Radio  Shack  TRS-80,  Timex/Sinclair,  etc.  Also, 
most  of  these  8-bit  computers  can  run  BASIC  pro- 
grams somewhat  faster  than  the  TI-99/4A. 

In  one  benchmark  test  we  heard  about,  a 
small  8-bit  Timex/Sinclair  1000  actually  outran  a 
larger  and  much  more  expensive  16-bit  IBM  Per- 
sonal Computer.  Yet,  a  business  person  who 
needs  the  powerful  features  of  an  IBM  PC  would 
not  want  to  choose  the  T/S  1000  on  the  basis  of 
speed  alone. 

That's  why  you  shouldn't  base  a  buying  deci- 
sion solely  on  the  question  of  8-bit  versus  16-bit. 
Too  many  other  factors  are  important.  Instead, 
carefully  evaluate  your  own  needs,  and  then  shop 
for  a  computer  and  software  combination  that 
serves  them  well.  © 


"Popular  Computing  says 
The  Home  Accouniani 
docs  just  aboul  everything 
you'd  ask  of  a  personal 
flnance  package."* 


"Yon  mean  you  can  use 
The  Home  Accountanl 
for  business, 
tooH" 


"The  Home  Accountant 
evea  fla^  transactions  for  tax  time. 

And  that's  a  big  time-saver 

because  1  can  transfer  information 

■0  The  Tax  Advantage'"  program 

and  easily  figure  out  what  I  owe." 


"My  company  has 

5  checking  accounts. 

6  business  credit  cards 

and  3  money  market 

funds  to  keep  track  of. 

The  Home  Accountant 

makes  it  easy." 


"Absolutely. 
Vouldn't  want  to  run 
my  consulting  firm 
without  it." 


"The  Home  Accountant 

Is  great  for 

realistic  budgeting." 

"I'm  so  glad  you  brought 

It  home.  1  never  thought 

that  creating  a  budget 

and  managing  money 

could  be  so  easy. 


wAmi 


f 


You  can  create  trend  analysis 
graphs  for  each  budget 

category,  so  you  can  make 
ual  comparisons  of  where 
you  stand  financially." 

"And  yoti  can  do  It  In 
foil-scale  color  graphics." 


"Sofialk  Magazine 
says  It's  the  most 

thorough  and 

powerful  program 

of  its  kind."? 


*PcipularCampu[ing.  Nuvt?mbt:r.  19H2 
1  Apple  Sirflalk.  April.  1982 


Everyone's  talking  about  The  Home  Accountant. 


Ls  it  because  it's  the  #1  bestselling 
home  finance  package  in  the  world?  Or 
because  it's  extremely  thorough  and 
powerful  and  easy  to  use?  Or  (because 
it's  great  for  home  and  business  use? 
Or  because  it  ha.s  up  to  200  budget 
categories  and  handles  up  to  5 
checking  accounts? 

Yes.  [Jut  there  are  a  lot  more  reasons 
why  people  buy  The  Home  Accountant. 
And  why  you  will,  too. 

Because  The  Home  Accountant  can 
literally  .save  you  hours  of  time.  And 
take  the  headache  out  of  handling  your 
finances.  Wliether  it's  setting  up  a  budget, 
cataloging  your  expenses,  balancing 
your  checkbooks  or  handling  your 
credit  cards  and  money  market  funds. 
For  personal  or  business  use. 


The  Home  Accountant  will  even 
print  net  worth  and  financial  state- 
ments. Not  to  mention  being  a  lifesaver 
at  tax  time.  Especially  when  you're  able 
to  transfer  information  onto  Continen- 
tal's The  Tax  Advantage™  program  and 
figure  out  what  you  owe.  Quickly. 

In  short,  The  Home  Accountant  is  the 
mo.st  effective  software  program  there 
is  for  managing  your  money.  And  man- 
aging it  easily. 

.Stop  by  your  Continental  Software 
dealer  today  and  pick  up  The  Home 
Accountant.  You'll  see  what  everyone's 
talking  about. 

The  Home  Accountanl  is  available 
for  Apple  11/Ile,  IBM  PC/XT,  Atari 
400/800/1200X1.,  Osborne?  TRS-80 
Models  1II/4,  Commodore  64,  Texas 


Instruments  Professional,  Zenith 
2-100/110,  Compaq  and  KayPro  compu- 
ters. Actual  budget  capacities  will  vary 
with  each  computer. 

For  your  free  48  page  booklet, 
"Tips  For  Buying  Software,"  please 
write  Continental  Software,  11223 
South  Hindry  Avenue,  Los  Angeles, 
CA  90045,  213/417-8031, 
213/417-3003. 


Continental 

Software 

A  Di\'i.'iion  of  Arrays,  Inc. 


1I»H«P* 


UUlTTveTHftdVaAIl|C<*''^'''eitl^e*nlll''ilr^luttui>rC[inlliKnill^uriwiJ7  ^lifUW 


On  The^ad  With  Fred  D'Ignazio 


There's  A  Robot 
In  My  Room 


If  \Vs  Tuesday,  I  Must  Be  In 
Benton  Harbor 

Last  mtinth  1  asked  you  to  lace  up  your  racing 
shoes  and  sprint  with  me  on  my  whirlwind  tour 
of  computer  and  robot  centers  around  the  United 
States.  I  visited  the  West  Coast  Computer  Faire  in 
San  Francisco,  then  the  Florida  Instructional 
Computing  Conference  in  Tampa.  After  that  I 
flew  up  to  New  York  to  see  a  preview  of  the  new 
educational  software  being  created  at  the  Chil- 
dren's Computer  Workshop  (CCW).  I  spent  a  day 
in  Benton  Harbor,  Michigan,  teaching  the  HERO 
1  robot,  and  another  day  in  Chicago  at  ROBOTS 
VII,  the  world's  largest  robotics  conference. 

This  month  I'd  like  you  to  come  with  me  to 
England.  The  trip  to  England  will  be  hke  a  visit 
into  the  future  when  we  will  be  surrounded  by 
intelligent,  friendly  machines.  We'll  see  the  kind 
of  effect  it  has  on  an  average  person  of  the  present 
who  is  still  used  to  dealing 
with  people. 


A  Scene  Out  Of  Dr.  Who 

After  returning  from  Chicago,  I  spent  a  couple  of 
days  at  home  in  Roanoke,  Virginia.  Then  I  climbed 
aboard  a  TWA  jet  and  flew  across  the  Atlantic  to 
London,  England.  I  went  to  London  to  teach  a 
three-week  course  on  "Robotics  Literacy"  at  the 
Organization  Reconstruction  Travail  (ORT),  an 
international  technical- 
training  institute  whose 


■■^^CA'^'^ 


world  headquarters  is  in  London.  I  also  helped 
with  the  course  materials  by  arranging  to  have  a 
HERO  robot  flown  over  from  the  United  States 
and  I  carried  a  Tasman  Turtle  robot  with  me  on 
the  airplane. 

There  were  15  students  in  the  Robotics  Liter- 
acy course.  The  students  came  from  countries  all 
over  the  world,  including  India,  France,  Israel, 
the  United  States,  Italy,  and  the  United  Kingdom. 
The  students  were  all  adults.  They  were  directors 
of  university  engineering  schools,  vocational 
schools,  and  teacher  training  schools.  They  had 
come  to  London  to  learn  how  to  set  up  a  robotics 
course  in  their  own  countries.  They  returned  to 
their  countries  with  a  ten-pound  notebook  full  of 
course  materials,  another  50  pounds  of  books, 
brochures,  and  manuals,  a  computer,  a  robot 
arm,  and  lots  of  "hands-on"  experience. 

How  High  The  Tech 

I  anticipated  that  a  course  on  robotics  would  be 
"high  tech,"  but  I  did  not  dream  how  high  the 
tech  would  be.  The  classroom  was  like  a  scene 
out  of  science  fiction's  Dr.  Who  program.  We  had 
twenty  BBC  (Model  B)  computers  networked  to- 
gether on  the  Econet  Network.  The  computers  sat 
on  polished  mahogany  tables  lining  the  walls  of 
the  classroom.  Next  to  each  computer  was  a  Smart 
Arm  robot.  The  robots  were  plugged  into  the  com- 
puters and  could  be  programmed  using  the  Arm 
Controller  keypads. 

At  one  point  the  course  manager  had  all  the 
arms  going  at  the  same  time.  The  arms  waved, 
swooped,  picked  up  pencils  and  half-empty  coffee 
cups. 

Also  next  to  the  tables  was  a  robotics  interface 
kit.  The  kit  came  in  a  box  that  looked  like  a  steel 
briefcase.  When  you  opened  the  box,  you  saw  an 
array  of  wires  and  metal  parts.  The  kit  was  de- 
veloped by  the  Moshinsky  Institute  in  Israel.  It 
contained  sensors  and  motors  that  could  be  con- 
nected to  the  computers  and  to  the  Smart  Arm 
robots.  It  was  like  a  robotic  Erector  set.  With  the 


kit,  you  could  take  the  Smart  Arm,  give  it  eyes 
and  ears,  and  incorporate  it  into  a  miniature  fac- 
tory workstation.  Two  Smart  Arms  could  work 
together,  sensing  each  other's  movements  via 
infrared,  electrical,  and  optical  sensors. 

The  kit  sounds  sophisticated,  but  it  was  as- 
sembled by  students  at  the  institute  out  of  spare 
parts  scavenged  from  the  institute's  supply  room. 

At  the  front  of  the  room  was  an  enormous 
television  set  and  a  BBC  computer  as  the  network 
controller.  The  teacher  could  conduct  an  experi- 
ment or  give  a  demonstration  simultaneously  on 
the  master  computer  and  on  the  20  student  com- 
puters and  robots. 

Also,  whenever  a  student  wanted  to  ask  a 
question  or  show  off  something  he  was  proud  of, 
the  instructor  could  copy  the  student's  computer 
screen  onto  any  other  student's  screen  or  onto 
the  big  TV  screen  at  the  front  of  the  class. 

At  the  back  of  the  room  was  a  huge  multi- 
projector  slide  system  mounted  on  a  six-foot  plat- 
form. During  the  course,  we  got  to  see  several 
videotapes  and  slide  shows  on  different  robot 
applications. 

Also  at  the  back  was  a  hulking,  hydraulically 
powered  robot  arm.  The  robot  was  used  in  major 
demonstrations  and  became  a  star  when  TV  and 
newspaper  reporters  arrived. 

Running  around  the  floor  were  lots  of  litfle 
robots,  like  robot  gremlins.  A  robot  "buggv" 
zipped  across  the  floor,  following  a  twisting, 
turning  piece  of  white  tape  with  its  photoelectric 
sensor. 

The  robot  turtle  was  on  the  floor,  talking, 
beeping,  blinking  its  little  LED  "eyes,"  and  trying 
to  find  its  way  out  of  a  maze  made  of  cardboard 
walls. 

And  HERO  was  there  too,  waving  his  arm, 
and  rolling  over  the  cables  and  wires  that  criss- 
crossed the  floor. 

An  English  HERO 

When  1  first  arrived  in  England,  I  hoped  to  receive 
a  HERO  robot  shipped  direcfly  from  Benton  Har- 
bor, the  world  headquarters  of  Heath  Company, 
the  robot's  manufacturer.  Unfortunately,  Heath 
was  swamped  by  orders  for  the  HERO  and  was 
way  behind  meeting  shipments.  A  spare  robot 
couldn't  be  found. 

Luckily  for  me  and  my  students,  we  found 

a  HERO  robot  in  England.  Zenith  Data 

Systems,  a  Heath-affiliated  company 

located  in  Gloucester,  England,  near 

the  west  coast,  offered  to  loan  us  their 

machine  in  return  for  some  training  on 

the  HERO. 

1  journeyed  to  Gloucester  by  train  on 
my  second  day  in  England.  1  met  the 
English  HERO  and  found  that  he  had  been 

October  1983    COMPUTE!     109 


mJA 

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11 

"^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^1 

-^^^^^^^^^^^^^^^H 

Ih 

Scholastic.  You  know  the  name.  You  know  the 
quality.  We've  been  making  learning  fun  for  over  60 
years. 

Scholastic,  the  leading  name  in  educational 
books  and  magazines,  is  now  the  leading  name  in 
educational  software.  Now  we  make  Wizware"", 
microcomputer  software  that  stimulates  young  minds ... 
enhances  creativity  and  abstract  reasoning... 
strengthens  language  and  math  skills. 

With  titles  like  Square  Pairs'",  a  matching  game 
of  imagination  and  memory.  Turtle  Tracks™,  an  easy-to- 
learn  programming  language  with  hi-intensity  graph- 
ics. Microzine™,  four  creative  and  open-ended  pro- 
grams in  one  package.  And  much  more  fun  learning, 
in  formats  compatible  with 
Apple®,  Atari^,  TI-99/4A, 
VIC-20f  Commodore  64f 
and  IBM""  PC. 

When  you  buy 
WizwareTyou're  buying 
creative  learning  tools 
for  your  children. 
Because  you're  buy- 
ing Scholastic. 

Think  about  it. 
We  do. 

^^Scholastic 


Wizware 


'Gtaphjcs  created  wilh  P^ngvin  Software's  Graphics  Msgiciaf).  Apple  is  a  registerBd  trademark  of  Apple  Compiaer.  ItK.  Atsri  is  a  registef^d  tr&ctem&rk  o(  Atari  DivisiOfi,  Warner  ComrnunicaUoas.  Inc.  ViC-20  snd  64  ai^ 
registered  tfs0ei^srk$  of  Comrrxxiofe  Electroriics  (Jd.  !BM is  a regtsterud  trademark  of  tr^terrjaltonat  Business  Wac/vnes  Corp. 


fitted  with  an  English  power  supply  and  a  deeper 
voice  than  the  HERO  I'd  met  in  Benton  Harbor. 
I  returned  to  London.  Two  days  later  HERO 
arrived  in  a  box  big  enough  to  encase  a  circus 
gorilla.  His  wrist  was  bent,  his  head  was  on 
crooked,  and  his  photoelectric  sensor  that  moni- 
tored the  number  of  times  his  wheel  turned 
around  was  disconnected.  But  these  were  minor 
problems.  After  a  little  sprudng  up,  he  worked 
perfectly. 

The  Master  Of  Ceremonies 

HERO  got  to  be  our  course's  Master  of  Cere- 
monies. It  was  his  job  to  say  a  few  words  to  inspire 
the  students  and  get  the  course  started. 

The  only  hitch  was  that  to  turn  HERO  into  a 
congenial  Master  of  Ceremonies,  I  had  to  program 
him.  And  I  had  never  programmed  a  HERO  be- 
fore. (The  mucking  around  1  did  in  Benton  Harbor 
was  definitely  not  programming.  Take  a  look  at 
last  month's  "On  the  Road"  column  to  see  what 
happened  the  first  time  HERO  and  1  were  alone 
together.) 

Without  proper  programming,  all  HERO  was 
capable  of  was  a  few  robot  calisthenics.  Of  course, 
HERO  could  also  say  "Ready"  (it  sounded  more 
like  "RED-DY!").  But  that  meant  HERO  was  ready 
to  be  programmed,  not  ready  to  do  tricks. 

I  spent  the  entire  weekend  before  the  opening 
ceremonies  programming  HERO.  I  had  to  enter 
my  entire  program  as  two-digit  hexadecimal  com- 
mands typed  into  the  keyboard  on  HERO's  head. 
To  make  HERO's  motors  move,  I  had  to  tell 
HERO'S  computer  which  of  six  motors  to  turn  on, 
what  motor  position  to  start  from,  and  how  far 
the  motor  should  turn. 

In  order  to  get  HERO  to  talk,  1  had  to  think 
up  HERO's  speech  then  break  it  into  hundreds  of 
^>s        phonemes  -  the  sounds  that  are  the 
^„5^N  -—     building  blocks  of  spoken  words. 
^^3bT-^\  Then  I  had  to  code  the  phonemes 
/W.*^       into  HERO'S  "Robot  Language" 
and  enter  more  two-digit  codes 
into  HERO's  onboard  memory. 
After  all  the  hours  of  work, 
I  didn't  want  to  lose  anything, 
so  1  hitched  HERO  to  a  tape  re- 
corder, and  1  saved  this  pro- 
gram on  eight  tape  cassettes. 
Then,  late  Sunday  night,  I 
turned  HERO's  power  off.  As 


a  result,  he  forgot  eveiy thing  1  had  taught  him. 
This  was  okay,  1  thought,  since  I  had  copies  of 
the  program  on  the  eight  tapes. 

HERO  Sat  There 

On  Monday  morning,  right  before  HERO  made 
his  grand  entrance  into  the  classroom,  I  popped  a 
cassette  into  the  recorder  and  tried  to  load  the 
speech  program  back  into  his  onboard  memory. 

HERO  said  "RED-DY!"  to  signal  me  that  the 
program  was  finished  loading.  I  tried  to  run  the 
program,  but  HERO  just  sat  there.  I  looked  at  the 
locations  in  HERO's  memory  to  make  sure  the 
program  was  there. 

They  weren't  there!  I  was  horrified  to  learn 
that  the  front-end  of  the  program  had,  overnight, 
turned  into  computer  mush. 

I  tried  a  new  tape.  More  mush. 

Another  tape.  And  another.  And  another. 

All  eight  tapes  had  incomplete  copies  of  my 
program.  I  consulted  the  time  on  HERO's  clock. 
HERO  was  to  make  his  grand  entrance  in  just 
fifteen  minutes. 

Luckily  I  had  copied  down  all  my  commands 
on  a  scrap  of  paper.  I  found  the  paper  and  retyped 
the  missing  commands  into  HERO's  head. 

"RED-DY!"  HERO  said.  I  grinned.  This  time 
he  was  really  ready. 

I  picked  HERO  up  and  carried  him  to  the 
classroom  door.  I  peeked  into  the  room.  Everyone 
was  assembled.  The  director  of  the  course  was  on 
the  speaker's  platform  at  the  front  of  the  room. 

The  director  nodded  his  head.  It  was  time.  I 
pressed  HERO's  A  button,  his  DO  button,  and 
keyed  in  the  four-digit  starting  address  of  the 
program. 

HERO  took  off.  He  marched  into  the  class- 
room, spun  around  three  times,  and  waved  the 
WELCOME!!  sign  he  held  in  his  gripper  "hand." 

HERO  stopped  spinning.  "Attention,"  he 
said.  ("Attention,  please"  in  French.)  "Shekket." 
("Be  quiet"  in  Hebrew.) 

Everyone  was  amazed  that  an  American  robot 
could  talk  in  Frencli        and  Hebrew.  There  were 
gasps  of  surprise.     Y^L        The  room  quickly  grew 

silent. 


112    COMPUTE!'  October  1983 


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Flexible. ..you  can  view  tour  different  areas  at  once 
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Distinctive, ..display  beautiful  color  graphics 
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"Welcome  to  the  ORT  Robotics  Literacy 
Course/'  HERO  said.  "I  am  HERO,  the  robot 
from  America.  I  hope  you  have  fun.  Ha!  Ha!  Ha! 
Bye,  bye." 

HERO  spun  around  once  more,  waved  his 
sign,  then  marched  toward  the  door.  The  audience 
began  clapping. 

But  HERO  was  not  destined  to  make  a  trium- 
phant exit  from  the  classroom.  In  fact,  he  never 
even  made  it  to  the  door.  On  his  way,  he  crashed 
headfirst  into  a  chair. 

Poor  HERO  didn't  know  he  hadn't  made  it 
through  the  door.  He  thought  he  was  out  in  the 
hallway.  His  "Master  of  Ceremonies"  program 
finished  executing.  "RED-DY!"  he  said. 

"Listen,"  said  one  of  the  instructors.  "The 
robot  knows  its  master's  name.  It's  saying 
'Freddie.'  " 

Everyone  began  laughing. 

I  picked  HERO  up.  1  felt  like  an  embarrassed 
parent.  "It  wasn't  his  fault,"  I  stammered.  "It 
was  my  programming...." 

I  lurched  out  of  the  room  with  HERO  in  my 
arms. 

"RED-DY!"  said  HERO. 

A  Briefcase  And 
A  Sewing  Machine 

I  brought  two  computers  from  the  United  States 
to  help  me  teach  the  Robotics  Literacy  course.  I 
had  a  briefcase-sized  Epson  HX-20  computer  with 
me  to  record  business  expenses  and  to  do  course 
and  calendar  planning  and  memos.  I  brought 
along  a  sewing  machine-sized  Compaq  computer 
to  write  up  my  course  lectures  and  to  create  several 
graphs,  figures,  tables,  and  small  data  bases  from 
the  research  material  I  had  gathered  for  the 
course. 

I  used  the  computers  to  create  lectures  on  the 
history  of  robots,  the  future  of  robots,  the  auto- 
mated factory,  artificial  intelligence,  the  Tasman 
Turtle,  the  HERO  robot,  robots  in  the  home,  exotic 
(outer  space,  undersea,  and  legged)  robots,  CAD/ 
CAM  (Computer-Aided  Design/Computer-Aided 
Manufacturing),  industrial  robots,  robot  anatomy, 
and  the  impact  of  robots  on  jobs,  work,  and 
people. 

I  also  brought  two  robots,  as  I  mentioned  - 
HERO  the  robot  and  the  Tasman  Turtle.  The  turtle 
ran  on  an  Apple  computer  loaned  to  me  by  Apple 
Computer/U.K. 

The  turtle,  HERO,  and  the  Compaq  computer 
had  to  be  converted  to  British  current  and  voltage 
(a  stepdown  from  220  volts  to  HO,  and  a  change 
in  the  current  from  60  to  50  Hz).  The  little  Epson 
computer  was  okay  since  it  ran  on  rechargeable 
batteries.  If  I'd  had  to  recharge  it,  I  would  have 
had  a  problem,  but  during  my  entire  three-week 
course,  the  batteries  never  ran  down. 

114    COMPUn!    October  1963 


There's  A  Robot  In  My  Bedroom 

I  was  the  only  full-time  guest  instructor  for  the 
course  so  I  was  always  extremely  busy.  Often  I 
would  teach  and  work  12  hours  a  day. 

I  had  to  work  constantly,  and  I  needed  my 
computers  and  robots  near  me  to  do  my  work.  It 
would  have  been  a  great  inconvenience  to  lug 
them  back  and  forth  from  ORT  to  a  hotel  room 
every  day.  But  I  would  need  them  during  the  day 
at  ORT  and  in  the  evening  back  at  the  hotel.  I  felt 
almost  like  a  bionic  man.  I  had  to  have  my  com- 
puters and  robots  around  me,  or  I  couldn't  func- 
tion. 

The  director  of  the  Robotics  Literacy  course 
came  up  with  a  solution:  I  could  live  and  work  at 
ORT  in  one  of  the  two  upstairs  suites,  down  the 
hall  from  the  course  classroom.  My  office  would 
be  my  bedroom,  and  vice  versa. 

Hey!  That's  great!  I  thought.  I'm  always 
talking  about  how  people  should  get  intimate 
with  their  computers  and  robots.  Now  here  was 
the  chance  for  me  to  see  how  intimate  my 
machines  and  I  could  get. 

I  was  looking  forward  to  this  arrangement.  I 
would  be  all  alone  at  night  in  the  ORT  building, 
but  my  robots  and  computers  would  keep  me 
company.  When  I  went  to  bed  at  night,  my  com- 
puters and  robots  would  surround  me  like  tiny 
sentinels.  In  the  morning  I  could  leap  out  of  bed, 
turn  on  the  computers  and  robots,  and  get  to  work 
immediately.  I  wouldn't  have  to  waste  time  on 
nonessentials  like  getting  dressed,  brushing  my 
teeth,  or  taking  a  shower.  (I  couldn't  take  a  shower 
anyway  since  the  ORT  shower  was  broken.) 

But  I  still  had  one  problem:  who  would  wake 
me  up  each  morning  at  dawn  so  I  could  get  right 
to  work?  I  didn't  have  a  travel  clock  with  me,  and 
I  couldn't  get  a  wake-up  call  from  the  hotel  desk. 
In  fact,  I  had  no  phone  at  all.  I  was  isolated  from 
the  world.  To  make  outgoing  calls  I  had  to  throw 
on  some  clothes  and  run  across  the  street  to  the 
Finchley  Road  tube  (subway)  station.  I  made  all 
my  business  and  personal  calls  at  the  station  in  a 
doorless  booth,  with  dozens  of  people  streaming 
by  and  trains  rumbling  by  underneath  sounding 
like  earthquakes. 

The  Robot  Alarm  Clock 

How  was  I  to  wake  up  each  morning  on  time? 

Then  I  remembered  that  HERO  had  a  built-in 
realtime  clock.  I  wrote  a  program  using  this  clock 
and  HERO'S  light  sensor.  The  light  sensor,  a 
photoelectrical  cell,  can  sense  up  to  256  levels  of 
luminance,  or  brightness.  I  made  a  stab  at  how 
bright  it  would  be  at  5:30  in  the  morning,  and  I 
created  a  little  wake-up  speech  for  HERO  to  launch 
into. 

That  night  I  turned  HERO  on,  plugged  him 
into  the  wall  current  so  his  battery  would  not  run 


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down  during  the  night,  and  started  his  "wake-up" 
program  running. 

I  tiptoed  toward  my  bed. 

Behind  me,  HERO  came  immediately  to  life 
and  startled  the  heck  out  of  me. 

"Good  morning,  Fred!"  he  said  cheerfully. 
"Time  to  wake  up!  Get  out  of  bed,  you  sleepyhead . 
It's  11  p.m." 

I  spun  around  angrily.  What  was  HERO  doing 
delivering  his  wake-up  message  at  eleven  o'clock 
at  night?  Was  he  crazy?  Was  my  program  full  of 
bugs? 

Then  I  realized  that  HERO  hadn't  mal- 
functioned and  that  my  program  was  working 
correctly.  I  had  erred  by  starting  the  program 
running  while  the  room  was  still  lit.  HERO  had 
mistaken  my  bedside  reading  light  for  the  early 
morning  sun. 

I  turned  out  the  bedside  lamp.  Phooey!  I 
thought.  If  I  want  to  read  in  bed,  I'll  have  to  do  it 
under  the  covers  with  a  flashlight. 

When  the  lamp  went  out,  the  room  became 
as  black  as  the  bottom  of  a  well  at  midnight.  I 
stumbled  my  way  past  two  computers  and  a  turtle 
robot  to  get  to  HERO  on  the  far  side  of  the  room. 
I  felt  the  keyboard  carefully  and  pressed  the  keys 
to  restart  HERO's  wake-up  program.  Then  I  made 
my  way  back  to  bed,  trying  carefully  not  to  step 
on  any  of  my  mechanical  friends  in  my  bare  feet. 
(Both  computers  were  on  the  floor,  along  with 
the  turtle.  I  like  programming  on  the  floor  where 
I  can  spread  out  my  work.) 

I  hopped  into  bed  and  fell  immediately  to 
sleep. 

"Good  morning,  Fred!"  HERO  called.  I  sat 
up,  shocked.  It  wasn't  morning.  The  room  was 
still  pitch  black. 

"Time  to  wake  up!  Get  out  of  bed,  you 
sleepyhead,"  HERO  continued.  'It's  11:45  p.m." 

What  set  him  off  this  time?  1  wondered.  Just 
then  a  car  went  by  on  the  street  beneath  my  win- 
dow. The  car  headlights  shone  into  my  room. 
Then  1  reaUzed  what  had  happened.  Headlights 
from  a  passing  car  had  triggered  HERO's  wake-up 
message.  I  had  to  decrease  his  sensitivity  to  light. 

I  was  beginning  to  get  slightly  paranoid  (from 
lack  of  sleep).  I  was  worried  that  HERO  would 
wake  me  up  if  a  tiny  firefly  flew  into  my  bedroom. 
This  kind  of  alarm  clock  I  could  do  without. 

I  finished  retuning  HERO's  program,  turned 
out  the  lights,  started  the  program  running,  and 
climbed  back  into  bed.  For  a  while  1  lay  in  bed 
gritting  my  teeth,  just  waiting  for  the  starlight  or 
some  distant  neon  sign  to  set  HERO  off  and  give 
me  that  infernal,  cheerful  "Good  Morning,  Fred." 
But  nothing  happened,  and  I  finally  fell  asleep. 

Only  A  Supernova 

The  next  morning  I  was  awakened  by  someone 

116    COMPUTEf    October  1983 


hammering  on  my  door.  "Fred,  are  you  in  there? 
It's  Steve,  Are  we  going  to  breakfast,  or  not?" 

It  was  my  friend  Steve  Lubin. 

"What  time  is  it?"  I  asked. 

"Eight  thirty,"  Steve  replied.  "You  ought  to 
be  up  now." 

Eight  thirty!  1  had  overslept! 

I  looked  over  at  HERO.  He  hadn't  been  stolen. 
He  was  still  there,  looking  peaceful,  contented, 
and  robotic.  His  red  "power"  light  was  on.  I 
checked  his  display.  The  program  was  still 
working. 

Then  why  hadn't  he  awakened  me? 

As  1  pulled  on  my  pants,  slipped  into  a  shirt, 
and  tied  my  shoes,  it  came  to  me.  This  time 
HERO'S  light  sensor  was  set  too  low.  The  morning 
sun  was  not  enough.  HERO  probably  wouldn't 
wake  me  until  the  sun  went  supernova. 

1  finished  getting  dressed  and  went  out  to 
breakfast  with  Steve.  As  1  ate  a  mushy  egg  on  a 
bagel,  I  thought  about  my  experiment  to  turn  a 
robot  into  an  alarm  clock. 

My  experiment  hadn't  been  too  successful, 
but  I  resolved  to  keep  trving. 

The  next  night,  HERO  woke  me  up  at  1  a.m. 
(a  truck  headlight)  and  at  4:30  a.m.  (dawn  came 
sooner  than  I  realized). 

But  the  next  night  after  that,  I  finally  got  all 
the  bugs  out.  HERO  woke  me  up  at  5:19.  That 
was  close  enough  to  5:30. 1  was  satisfied.  My  robot 
alarm  clock  was  working. 

You  Can't  Tickle  A  Robot's  Back 

My  experiment  in  turning  a  robot  into  an  alarm 
clock  was  ultimately  a  success.  But  my  experiment 
in  robot  and  computer  intimacy  was  a  dismal 
failure. 

Each  night  after  my  human  colleagues  at 
ORT  abandoned  me  to  return  to  their  homes,  I 
became  desperately  lonely.  I  was  surrounded  by 
friendly  computers  and  robots,  but  I  was  still 


There  is  a  road. 


Man)  caiictT  patit'iits  lu-ud 
IransjXJrtatinn  to  and  from 
trc-atnieius.  Thais  why  Ihu* 
Anu'rican  Cancer  Society 
ha.s  (ormeil  groups  of  \t)lun- 
teer.s  across  the;  United 
States  wtio  give  a  few  hours 
of  their  time  each  month  to 
dri\ethem.Theroadto 
recovery  can  be  a  long  and 
difficult  one.  but  it  can  be 
that  much  easier  when 
there  are  friends  who  can 
help  along  the  way. 


3 !  .American  Cancer  Sicieiy 


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lonely.  I  missed  my  wife  and  family,  and  I  craved 
human  companionship. 

At  first  I  tried  to  get  the  robots  to  simulate 
human  companionship.  I  programmed  the  turtle 
to  count  to  ten  and  say  things  like  "Stop  ...Go  ... 
Left ...  Right."  And  I  taught  HERO  to  say  things 
like  "That's  a  cute  pair  of  pajamas  you  have  on, 
Fred."  But  this  wasn't  the  same  as  giving  my  son 
a  piggyback  ride  to  bed,  or  tickling  my  daughter's 
back,  or  reading  the  Sunday  comics  with  my  wife. 
Machines,  even  intelligent,  friendly  machines, 
could  supplement  human  companionship,  but 
they  couldn't  replace  it.  At  least  not  in  my  life. 

Pub  Crawling,  Crystal  Balis,  And 
Croissants 

The  Robotics  Literacy  course  was  a  wild  success.  I 
learned  more  about  robots  than  1  had  ever  cared 
to  learn.  I  learned  about  pneumatics,  hydraulics, 
infrared  sensors,  flexible  manufacturing  systems, 
robot  vision  systems,  stepper  motors,  servo 
motors,  the  whole  bit. 

And  1  taught  my  students  aU  the  things  I 
knew.  I  told  them  about  the  giant  industrial  robots 
I  had  seen  in  Chicago,  and  the  advanced  thinking, 
feeling,  sensing  robots  I  had  met  at  the  Robotics 
Institute  at  Carnegie-Mellon  University,  in 
Pittsburgh.  On  the  last  day  of  the  course,  I  gave 
my  final  lecture.  I  gazed  into  the  crystal  ball  and 
talked  about  the  future  of  robot-human  relations. 
I  talked  about  what  sort  of  shape  robots  might 
take  in  the  future,  and  the  kind  of  impact  they 
might  have  on  our  lives. 

Then  my  wife  came  over  to  England,  and  I 
bailed  out  of  the  course.  I  had  spent  three  weeks 
of  almost  nonstop  work,  surrounded  by  machines, 
and  I'd  had  enough. 

Before  my  wife  arrived,  in  the  evenings  as  a 
substitute  for  human  companionship,  1  used  to 
feast  on  chocolate  eclairs  and  croissants  at  local 
partsseries  (bakeries),  then  do  a  tour  of  the  London 
bars  and  wash  away  my  sorrows  with  warm,  dark 
English  beer.  They  call  this  sort  of  behavior  "pub 
crawling,"  and  it's  a  very  apt  phrase.  By  the  end 
of  an  evening  of  videogames,  whipped  cream, 
and  beer,  I  would  totter  back  to  my  bedroom  office, 
crawl  into  my  bed,  and  dream  strange  dreams.  In 
one  dream,  for  example,  1  was  pursued  by  my 
robots.  HERO  was  chasing  me,  holding  a  buttery 
croissant  in  his  gripper,  and  the  turtle  raced  after 
me  with  a  mug  of  beer  sloshing  around  on  his 
dome. 

By  the  time  Janet  arrived  in  London,  I'd  had 
enough  beer,  enough  sweets,  and  enough  robots. 

Robot  In  A  Garbage  Bag 

But  there  was  still  one  remaining  chore.  I  had  to 
return  HERO  to  his  home  in  Gloucester  and  teach 
the  Zenith  people  in  Gloucester  some  of  the  robot's 

11S     COMPUTE!     October1983 


finer  points. 

To  get  HERO  back  to  Gloucester,  Janet  and  I 
rented  a  little  Ford  Escort.  We  slipped  a  green 
garbage  bag  over  HERO's  head  (so  nobody  would 
recognize  him)  and  let  him  ride  in  the  back  seat 
with  a  seatbelt  around  his  waist. 

After  only  five  minutes  of  practice  to  get  used 
to  driving  on  the  right  side  of  the  car  and  on  the 
left  side  of  the  road,  we  merged  into  mad,  con- 
gested London  traffic,  and  we  were  off. 

Driving  60  miles  an  hour  on  the  left-hand 
side  of  the  road  was  scary.  The  trip  to  Gloucester 
left  Janet  and  me  shaken.  But  I  didn't  get  a  single 
complaint  from  HERO.  In  fact,  he  tolerated  my 
driving  beautifully.  1  banged  his  head  against  the 
car  roof  several  times.  And  I  jostled  him  against 
the  front  seat  and  bounced  him  off  the  back  seat. 
He  never  complained.  Instead,  all  I  ever  heard 
(from  underneath  the  garbage  bag)  was  an  occa- 
sional, muffled  "RED-DY." 

You  can  find  out  more  about  HERO  by  writing: 

Douglas  Bonham 

Heath  Company 

Benton  Harbor,  Michigan  49022 

(Or  call:  616/982-3200) 


On  the  road  with  Fred  D'lgnazio  and  his  friends  at  the  ORT 

Robotics  Literacy  Course  in  London,  England. 

HERO  the' robot  came  from  America.  The  Tasman  Turtle 
came  from  Australia. 


i^i^iviiviuuuivi^  Ofi   3Ur  1  wj'^j^ii 


BliACH  HliAD 


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You  can  find  out  more  about  the  Tasman 
Turtle  by  writing: 

Bill  Glass 
Tasman  Turtle 
260  Beacon  Street 
Somcn'ille,  MA  02143 
(Or  call:  617/492-0660) 

You  can  find  out  more  about  the  Robotics 
Literacy  Course  by  writing  me: 

Fred  D'lgiiazio 

2117  Carter  Road,  SW 

Raa)wkc,  VA  24015 

In  coming  months  "on  the  road,"  Fred  will 
tell  about: 

•  An  educator  who  uses  computer  magic  shows  to 
teach  children  about  computers. 

•  A  London  company  that  makes  innovative  edu- 
cational software  for  children. 

•  The  British  government's  effort  to  put  computers 
and  robots  in  all  primary  and  secondary  schools 
in  the  United  Kingdom. 

•  The  new  British  educational  robots  that  will  soon 
be  "invading"  our  country. 

•A  look  at  the  w^ay  computers,  robots,  and  other 
high-technology  subjects  are  integrated  into  the 
British  school  curriculum  as  "disciplines"  children 
can  learn  to  become  ktunolcdge  workers  of  the 
future.  © 


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Dealers  and  Distributor  inquiries  invited.  Commotlore,  Atari,  Apple  are  Reg.  Tm's. 


Spelling  Quiz 


Edward  Perrtn 


Learning  to  spell  is  simplified  by  this  program.  It  lets 
you  create  locekly  lists  of  up  to  20  words  each,  save  the 
lists  to  tape  or  disk,  and  then  retrieve  the  lists  for  practice 
sessions.  For  Atari  and  VIC. 


"Spelling  Quiz"  allows  you  or  your  child  to  enter 
weekly  spelling  words  into  the  computer  and 
save  them  on  tape  or  disk.  All  the  words  for  an 
entire  year  can  be  saved  at  once  or  each  week  can 
be  saved  separately  as  the  school  year  progresses. 

The  program  allows  you  to  enter  up  to  20 
words  at  a  time.  Most  weekly  spelling  assignments 
are  no  more  than  20  words.  The  program  prompts 
are  self-explanatory,  but  it  would  be  helpful  to 
read  through  the  following  instructions. 

Load  in  the  program  with  the  BASIC  cartridge 
inserted.  The  loading  time  for  tape  is  about  four 
minutes. 

Type  in  RUN,  and  after  the  title  page  you 
will  be  asked  if  you  want  to  Create  or  Retrieve  a 
list  of  words  to  work  on.  You  will  also  be  asked  if 
you  are  using  a  Disk  or  Tape. 

Creating  Word  Lists 

To  create  a  list,  simply  type  in  up  to  20  words,  no 
more  than  20  letters  each  and  with  no  leading  or 
trailing  spaces,  one  at  a  time,  and  hit  the  RETURN 
key.  Be  sure  each  word  is  spelled  correctly  before 
hitting  RETURN.  If  you  enter  fewer  than  20  words, 
type  in  an  *  following  the  last  input.  After  the  last 
word  or  *  you  will  be  asked  to  type  in  some  sort 
of  identifier  for  that  particular  Hst.  Use  "Chapter 
4"  or  "List  189,"  for  example.  You  must  use  some 
type  of  identifier  that  your  child  will  understand. 
The  identifier  is  used  to  make  sure  your  child  has 
retrieved  the  correct  list. 

Disk  users  will  be  asked  to  enter  a  filename. 
Only  the  filename  is  necessary;  the  program  will 
supply  the  "Dl:".  Be  sure  to  make  the  name 


unique  and  meaningful. 

Tape  users  will  need  a  blank  tape  or  a  tape 
which  has  been  used  to  save  other  word  lists.  Be 
sure  to  note  the  tape  counter  number  on  a  sheet 
of  paper  and  store  the  paper  with  the  word  tape. 

If  you  already  have  words  stored,  just  follow 
the  prompts  to  LOAD  the  words. 

Check  the  list  and  the  identifier  to  be  sure 
that  this  is  the  list  you  wanted  to  use.  If  not,  you 
have  the  option  to  LOAD  a  new  list  or  create  a 
new  one  as  needed. 

Once  the  words  are  LOADed  in  with  the 
create  or  retrieve  option,  your  child  is  ready  to 
use  the  program.  You  now  have  the  option  to 
either  spell  a  Certain  number  of  words  correctly, 
spell  an  unlimited  number  of  words  correcdy,  or 
End. 

If  you  choose  the  C  option,  you  will  be  graded, 
and  the  program  will  terminate  when  the  number 
of  words  spelled  correctly  equals  the  number  you 
entered  at  the  prompt.  If  you  choose  the  unlimited 
option  (by  pressing  RETURN),  you  can  spell  only 
10,000  words  before  the  program  terminates.  It  is 
easy  to  change  the  10,000  to  another  upper  limit. 
Change  the  number  in  the  last  line  of  the  program 
to  stop  the  program  automatically  at  a  preset 
number. 

The  Quiz  Begins 

When  you  have  made  all  of  the  choices,  the  game 
is  ready  to  play.  The  screen  will  show  the  number 
of  the  word  being  scrambled,  the  score  (how  many 
words  you  have  spelled  correctly),  a  scrambled 
word,  and  the  attempt  number.  At  the  bottom  of 
the  screen  is  a  GRAPHICS  0  window  where  you 
will  type  your  answers.  The  word  number  on  top 
will  help  if  you  cannot  figure  out  the  word.  The 
program  is  supposed  to  check  spelling  competence 
rather  than  ability  to  unscramble  words,  so  there 

October  1983    COMPUTE!    121 


is  no  penalty  for  not  unscrambling  correctly.  Use 
this  option  as  you  wish. 

Your  child  will  then  have  three  tries  to  spell 
the  word  correctly.  If  correct,  the  screen  will  re- 
spond with  an  encouraging  CORRECT  and  a 
happy  sound.  After  three  tries,  the  program  will 
give  the  correct  spelling  and  set  up  a  different 
screen  to  allow  the  child  to  practice  the  misspelled 
word. 

Practice  Screen 

The  practice  screen  will  not  allow  misspellings.  It 
does  allow  the  child  to  exit  when  he  or  she  wants 
to  by  pressing  the  *.  In  this  mode,  be  sure  to  press 
the  space  bar  after  each  word  and  not  the  RE- 
TURN. Pressing  RETURN  would  cause  the  com- 
puter to  register  an  error  in  the  spelling. 

After  the  number  of  correct  spellings  equals 
the  number  put  in  at  the  beginning,  or  if  your 
child  enters  *  instead  of  spelling  a  word  during 
the  main  run,  the  quiz  will  end  and  the  child  will 
be  graded  on  his  or  her  performance.  If  you  think 
the  grading  is  too  strict,  change  the  limits  in  the 
grading  subroutine  in  lines  9000-9400. 

After  the  grading,  the  player  can  go  back  and 
retrieve  or  create  and  save  a  new  file  or  use  the 
same  words  that  are  already  in  the  computer's 
memory.  He  or  she  also  has  the  option  to  end  at 
this  time.  If  the  player  continues,  the  whole  cycle 
repeats. 


Program  1:  spelling  Quiz  For  Atari 


Spelling  Quiz  For  The  VIC 

More  Sugiyomo,  Programming  Assistant 

In  Spelling  Quiz  for  the  VIC  (Program  2),  the 
words  can  be  only  14  letters  long;  however, 
you  are  still  allowed  a  maximum  of  20  words. 
Remember,  though,  that  memory  is  tight  in 
an  unexpanded  VIC,  so  too  many  long  words 
may  cause  an  out-of-memory  error.  The  per- 
centage calculated  at  the  end  of  the  quiz  re- 
flects only  the  last  20  questions,  not  all  of  the 
questions  asked  during  the  session. 

The  VIC  version  of  Spelling  Quiz  is  easily 
converted  to  other  computers;  however, 
certain  changes  must  be  made.  The  cursor 
control  characters  (that  is,  those  to  clear  the 
screen  or  to  change  the  cursor's  color)  must 
be  adapted  to  your  computer.  Three  different 
POKE  commands  are  used  in  this  program. 
The  first,  to  location  36879,  controls  the 
screen  and  border  colors.  The  second  POKE 
command,  using  location  214,  changes  the 
vertical  position  of  the  cursor.  The  last,  in- 
volving location  204,  turns  the  cursor  on  and 
off.  When  204  contains  a  zero,  the  cursor  is 
on;  otherwise,  the  cursor  is  off. 


2  REM 
10  DIM 

*  (2 

,  J* 

0) , 

DIM 

*  <2 
NDI 
ORD 
DIM 
0 

BOS 
GOS 
PRl 

TO 
RE 


■5PELl_IMG     OUXZ 


20 


30 

40 
54 
55 


A*  (20)  , B*  <20)  , C* (20)  , DS (20)  , E 
0) ,F*(20) ,E*<20) , H*<20) , I*(20) 
(20)  , K* (20)  ,L$ (20)  , M* (20)  , N*  (2 
0* (20) 

P*  (20)  ,  I3«  (20)  ,  R*  (20)  ,  S«  C20)  ,  T 
0) , Ut (20) , ARRAY ( 20 ) , Z « ( 20 ) , STA 
NBS  (20)  . ANS*  (  1 )  , WORD* (520)  ,  INW 
$ ( 128) 

WEL*(3B) ,DK*(15),ZZ*{1):TIME= 

UB  3000 
UB  13000 

NT  "HOW  MANY  WORDS  DO  YOU  WISH 

SPELL-C3  SPACESJCDRRECTLY  BEFO 

ENDING  THIS  DRILL?{3  SPACES:>Ba 


NTER     e     TO     ENf>     PROGRAM 


56  TRAP  56: INPUT  RIGHT: IF  RI6HT=0  TH 
EN  4000 

57  TRAP  OFF: SCDRE=0: fiTT=0 
5B  GOSUB  5200:TRAP  OFF 

59  W1=0: W2  =  0: W3  =  0: W4  =  0: W5  =  0: W6  =  0:  W7  = 
0:W8=0:W9=0;W10=0:W11=0:W12=0:W13 
=0:W14=0:W15=0:W16=0:W17=0:W18=0: 
W19=0: W20=0 

60  IF  SCORE=RIBHT  THEN  1000 
65  NUM=1 : W=INT (20*RND ( 1 ) +1 ) 

70  GOSUB  7000:  IF  A$="-!:20  SPACES>"  THE 
N  NUM=-1:GDSUB  7000:GOTO  65 

80  GRAPHICS  2:P0!<;e  70B,0:FOR  AR=i  TO 
20; ARRAY (AR) =-1 :NEXT  AR:PRINT  " 
<:bELL>  ";■' INPUT  't'     TO  END  QUIZ" 

90 


?     #6; "SCORE" ; " 
, 0: 7  #6; " tt " ; W ; 


1  10 

112 
1  15 
120 

125 

130 

135 
137 

140 

141 


142 


143 


144 
145 
147 

150 

1000 

1010 
1020 


•  ;  SC 

ON 

THE 


POSITION  11, 

ORE: POSITION 

YOUR  LIST" 
FOR  L=l  TO  20:IF  A*tL,L)=" 
N  L  =  L-1  : A*  =  A* ( 1 . L)  : GOTO  115 
NEXT  L:IF  L=21  THEN  L=20 
FDR  LTR=1  TO  L 

ARR=INT (L*RND (0) +1 > : IF  ARRAY(ARR 
)=1  THEN  120 
P=ARR-1 

POSITION  P,7:?  #6 ; A* ( LTR , LTR ) : AR 
RAY (ARR) =1 : NEXT  LTR:POKE  708,200 
TRY  =  0 

TRY  =  TRY+1  :  ATT  =  ATT-f-l  :  POSITION  0,9 
:7  #6; "ATTEMPT  #  " ; ATT 
INPUT  Z*:IF  Z*="*"  THEN  ATT=ATT- 
1 s NUM=-1 : GOSUB  7000:6OTO  1000 
IF  Z«=A*  THEN  SCaRE=SCORE+l : FOR 
N=100  TO  10  STEP  ~1:S0UND  0,N,10 
,10:NEXT  N:S0UND  0,0,0,0 
IF  Z«=A*  THEN  POSITION  12,6:?  #6 
;  "  iiiUjiiigtB"  :  FDR  N=l  TO  300;  NEXT 
N: GOTO  60 

IF  TRY=3  THEN  FOR  N=l  TO  100:SOU 
ND  0,20,4, 10:NEXT  N:SOUND  0,0,0, 
0: GOTO  2000 
POSITION  0,2:7  #6;  "  JgEirm— "  ;  P  0  S 

FDR  N=l  TO  100:SOUND  0,11,4,10:N 
EXT  NiSOUND  0,0,0,0 

POSITION  0,2:?  «6;"<:a  SPACESJ":P 
OSITIDN  0,3:?  #6;"C11  SPACES> " 
GOTO  137 

GRAPHICS  18:PRINT  #6;"    your  sc 

ore  i  E^  "  ;  SCORE 

PRINT  *6:PRINT  #6; "time  to  quit 
■f  or  now  " 

?  #6:?  #6:7  #h;"iZ     SPACESDCONGR 


122     COMPUTEi     October  1983 


SOFTWARE  MOVIES 


-7-  »-i^4  ,>-,y*.'-u.'ji 


riEUJ! 


««••••••••••••• « • • • 


MAXIMUS,  Inc.  is  excited  to  present  two  new  educa- 
tional software  movies  for  kids  of  all  ages  .  .  .  and 
more  are  on  the  way! 

STORYLINE™  makes  bedtime,  or  anytime,  a  warpi 
and  friendly  funtime.  Clover  the  Clown  is  your 
tourguide  for  two  fairytales:  The  Ugly  Duckling  and 
Rumpelstiltskin.  Through  computer  magic  you 
become  a  part  of  each  story! 

SAFETYLINE^"  combines  fun  with  important  lessons 
about  safety.  Max  the  Cat  shows  you  how  to  cross  the 
street  safely  going  to  school  and  what  to  do  when  lost 
at  the  zoo. 


Both  software  movies  have  interactive  games  that 
reinforce  the  fun  and  learning.  Both  have  real  human 
voices;  you  don't  need  a  voice  synthesizer! 

Features  of  the  software  include: 

•  Sophisticated  Face  Animation 

•  Lip-Synchronized  Voices 

•  Original  Musical  Scores 

•  Superior  Full-Color  Graphics 

•  Optional  Joystick  Control 

•  Machine  Language  Programs 

Relax  and  enjoy  yourself.  Let  Max,  Clover,  and  their 
colorful  friends  guide  you  through  a  new  world  of  fun 
and  learning.  You'll  be  amazed  at  how  real  they  are! 


STORYLINE™  and  SAFETYLINE  are  currently  available  for  any  Atari  computer 
with  48K.  Each  software  movie  comes  in  either  CASSETTE  ONLY  ($29.95)  or 
CASSETTE/DISK  (S34.95)  versions.  Order  by  mail  or  phone.  Visa  and  Mastercard 
"^  welcome.  Include  S2.50  postage  and  handling;  Virginia  residents  add  4%  sales  tax. 

Dealer  inquiries  invited.  Write  for  our  free  catalog.  MAXIMUS,  Inc.,  6723  Whittier 
Avenue,  McLean,  Virginia  22101. 


ORDER  TOLL-FREE  1-800-368-2152 
MAXIMUS  ...Where  Excellence  is  the  Standard 

©  MAXIMUS.  Inc.  1983.  Atari  is  a  registered  trademark  ot  Atari,  Inc.  Commodore  64  is  a  registered  tfademerk  ot  Commodore  Business  Machines,  lt>e. 


>^v'^;»3::^S^^SS;?:^;«Sgl 


I  c  rli;ajff>^>*,ii  sv  «iSt:'»**'f,'i*<'i.  .■.->i«i«*j,i*i«»  *!«:_  A~^a:j 


ATULATIDNS 
1.030     ?    #6;  "E 

6: ?    #6; " 


OUrz     HXI.i-     REPERT  ! 


1040  GDSUB  5000:SOUND  0 , 0 , 0, 0 : SOUND 

1,0,0,0:BOTO  9000 
2000     POSITION  0,5:?  #6 ;  A* : POS I T I  ON  0 

,4:7  #6;  "E3IE33^"  :  NUM  =  -1  :  GOSUB 

7000 
2010  FDR  N=l  TD  1000 
2020  NEXT  IM:GOSUB  B000 
2030  GOTO  60 


3000  GRAPHICS  ia:P0SITION  0,4 

i3   s PACES TaaMHMZn?     rnnf»: 


?  #  6  ;  ■■ 
SOUND 
?  #6;  " 


3005  GOSUB  5000:SOUND  1,0,0,0 

0, 0, 0, 0: RETURN 
4000  GRAPHICS  ISiPQSITION  0,2 

VERY  GOOD  WORK.  .  .  " 
4010  POSITION  0,6:?  #6; "see  you  agai 

n  later" 
4020  POSITION  4,10:?  86; 


4030  GQ3UB  5000: GOTO  7030 

5000  FDR  N=l  TD  200 

5010  SOUND  0, RND (0)  *200,  10,  2 

5030  NEXT  N 

5040  RETURN 

5  100  FDR  N=l  TD  100: SOUND  0,N,10.10: 
NEXT  N:SaUND  0 , 0 , 0 , 0 : RETURN 

5200  FDR  N=255  TO  200  STEP  -1: SOUND 
0, N, 10, 10: NEXT  N:FDR  N=225  TO  1 
50  STEP  -i:SQUND  0 . N ,  1  0 ,  1 0 : NE X T 
N 

5210  FOR  N=175  TO  100  STEP  -1:S0UND 
0, N, 10, 10: NEXT  N:FDR  N=150  TO  5 
0  STEP  -l:SOUND  0 , N , 1 0 , 1 0 : NE XT 
N:30UND  0 , 0 , 0 , 0 : RETURN ' 

7000  IF  W=l  THEN  B*  =  WORD* (  1  , 20 )  : A*  =  B 
*:Wl=Wl+NUt1 

7001  IF  W=2  THEN  C*=WaRDS ( 2 1 , 40 ) : A*= 
C*: W2=W2+NUM 

7002  IF  W=3  THEN  D«=WDRD* ( 4 1 , 60 ) : A*= 
D*:W3=W3+NUM 

7003  IF  W=4  THEN  E«=WaRD* ( 6 1 , 80 ) : A*= 
E«: W4=W4+NUM 

7004  IF  W=5  THEN  F«  =  WQRD*  ( 8 1  ,  1 00 )  :  A* 
=F*: W5=WS+NUM 

7005  IF  W  =  6  THEN  G*  =  WORDS  (  1 0 1  ,  1 2 1  >  :  A 
*=B«: W6=W6+NUM 

7006  IF  W  =  7  THEN  H4  =  W0RD*  (  1  2 1 ,  1 40 )  : A 
*=H*: W7=W7+NUM 

7007  IF  W  =  8  THEN  I  t  =  WORD* (  1 4 1  ,  1 60 )  :  A 
*=I$: W8=W8+NUM 

7008  IF  W=9  THEN  J *=WORD* ( 1 6 1 , 1 80 ) : A 
*  =  J*:  WS'  =  W"?  +  NUM 

7009  IF  W=10  THEN  Kt=WORD* < 1 81 , 200 ) : 
A*=K*:W10=W10+NUM 

7010  IF  W=ll  THEN  Lt=WORD* <201 , 220) : 
At=L*:Wll=Wll+NUM 

7011  IF  W=12  THEN  M«=WORD* ( 22 1 , 240 > : 
A$=M*: W12=W12+NUM 

7012  IF  W=13  THEN  N*=WORD* ( 24 1 , 260 ) : 
A4=N4 : W13=W13+NUM 

7013  IF  W=14  THEN  Dt =WORD* < 26 1 , 280 > : 
A$=0*:W14=W14+NUM 

7014  IF  W=1S  THEN  P*=WDRD5 ( 28 1 , 300 ) : 
A*=P$: W15=W15+NUM 

7015  IF  W=16  THEN  QS=WORD* ( 30 1 , 320 ) : 
A«=D*:W16=W16+NUM 

7016  IF  W=17  THEN  R*=WORD* < 32 1 , 340 ) : 
A«=R$: Wl 7=W1 7+NUM 

7017  IF  W=18  THEN  5*=W0RD« < 34 1 , 360 ) : 
A*=S*:WlS=Wia+NUM 

i:?4     COMPUTE!     October  1963 


7018 

7019 

7020 
7030 
B000 

8005 

8007 

8010 

3100 
3150 
8200 
8300 
8350 
8355 

8360 

8370 
8400 

84  5  0 
8500 
8600 
9000 


IF  W=19  THEN  T»=WORD* (361 , 330) : 

A«=T4: W19=W19+NUM 

IF  W=20  THEN  U«=WaRD* < 381 , 400 ) : 

A*  =  U*:  W2  0  =  W20  +  NUri 

RETURN 

END 

GRAPHICS  ia:PDKE  708,100;?  #6;" 

l-H-l-T^-'^^JJJJliJ.TJff.lj;"  :  POS  I  T  I  ON 

0,1:?  #6; A* 

POSITION  0,2:?  #  6  ;  "  EmiMJHafc  p  a  c 

ebar. . . " 

POSITION  0,3;?  #6:   "  [TT7¥inr».^  ^  rj  d  ^  - 


?  #t>;  "  or     type  «  to 

CDUNTER=0 

K:  " 


="«"  THEN  GOTO  60 
="   "  THEN  L=0:6DSU 

<>A$<L,L)   THEN  GOS 

8000 
THEN  L=0 

ER+1:PRINT  #6;CHR* 
40000 
9  THEN  GOTO  60 


POSITION  0,4: 
ret  urn " : L  =  0 ; 
OPEN  #1,4.0, " 
L  =  L+I 

GET  #1,CHAR 
CLOSE  #1 
IF  CHRt(CHAR) 
IF  CHR«(CHAR) 
B  8400 

IF  CHRSCCHAR) 
UB  12000:GOTQ 
IF  L=LEN(A*> 
C0UNTER=COUNT 
(CHAR) ; : TRAP 
IF  CDUNTER>13 
GOTO  8100 
RETURN 

POKE  752, 1 :PR 
T  OF  HOW  MANY 
AS  SPELLED  CD 


INT  "HERE  IS  A  LIS 

TIMES  EACH  WORD  W 

RRECTLY  THIS  TIME. 


9010 
9050 
9100 

9150 


9200 
9250 


9260 


9270 


9230 

9300 
9310 


9320 


9  3  30 


9340 


NUM=0:FOR  W= 1  TD  20:GDSUB  7000: 

NEXT  M 

FOR  N=100  TO  240:SDUND  0,N,10,1 

0:NEXT  N:SOUND  0,0,0,0 

?  Wl;"   ";B*:?  W2;"   ";C*:?  W3;" 

";D*:?  W4;"   "lE*:?  WS;"   ";F*:? 

W6; "   ";G*:?  W7;"  ";H*:?  W8;"  "; 

I*:?  W9; "  ";JS:?  W10;"  " ; K* 

?  Wll;"   ";L*:?  W12;"";M«:?  W13 

;"   "sN*:?  W14;"   ";04:?  W15;"   "; 

P«:?  W16;"   ";Q*:?  W17;"  ";R*:? 

W18;  "   "  ;  St:  -^  W19;  "   "  ;  T* 

7  W20; "   " ; U* 

POKE     752, 1 : POSITION     25,3:PRINT 

"taaaMSEIB"  :  POSITION     20,  5:  print 

AiT:FOR     N=l      TO     200:SOUND     0,255, 

10, 3: NEXT     N 

POSITION     25,  7:  PR  I  NT      "  [i?i]  :]:!:<•■*  t"  :  P 

OSITION  28,9:PRINT  SCOREiFOR  N= 

1  TD  200:SOUND  0 , 200 , 1 0 , 8 : NE X T 

N 

TRAP  9400: PER=INT ( (SCORE/ATT) # 1 

00):POSITION     25,11:PRINT     "l-Jalrlria 

□u"  :  POSITION  28,  13:  PRINT  PER;  "7. 

FOR  N=l  TO  200:SOUND  0,100,10,6 

:NEXT  N 

POSITION  25,15:?  "M:T:T>TJ1" 

IF  PER>=95  THEN  POSITION  27,17: 

?  "■!■":  PD5I  TIDN  25,21:?  "  \33SMM 

IF  PER>  =  88  Ai'JD  PER<95  THEN  POSI 
TION  27,17:?  "  BjM"  : POS I T I  ON  25, 

21:?  "  L>i=*:vmri,inTimMi" 

IF  PER>  =  78  AND  PEROS  THEN  POSI 
TION  27,17:?  "  K^l"  :  POS I T I  ON  25, 
21:?  "  K'T-Mllll" 
IF  PER>=70  AND  PER<7B  THEN  POSI 


i^^  t, 


<-/ 


4 

^:'-v^; 

\* 


\ 


SLIP  INTO 

SOIVIETHING 

RBO-CHARGED 

like  the  road-scorching 

speedster  In  RALLY  SPEEDWAY 

—  the  game  that  turns  your 

ATARI  into  a  full-blown,  four- 

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duel  to  the  finish  line  —  it's  vour  choice! 


li  your  deafer  doftsnt  have  Rally  Speedvft'ay  In 
siocK.  pnone  1-800323-7172  with  your  Oraer.  or 
vyj!t6''u9  at  Adveritu'e  Iniernalional,  P.O.  Bo»-  343S- 
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r     DEALER  ORDERS  WELCOME 


y^^i^       f  N  t  f  H  N  A  r  I  O  N  A  Ly^ 


OF  SCOTT  AOAMS.  IMi 


TION  .27,  17:  ? 
21  ;  ? 


POSITION  25, 


9350     IF     PER<70     THEN     POSITION     27,17:?       10520 
"B:^"  :  POSITION     25,21:?     "fe*iUtVJ| 

10525 
10530 


10540 
1  1000 


1  1005 


11010 


9360  SOUND  0,0.0,0:POKE  752.0:6OTO  5 

4 
9400  PER=0:PDSITION  -28, 13: PRINT  PER: 

POSITION  25,11:PRINT  "[33331111": 

GOTO  9280 
10000  WEL$="i?M^»J[.]:i^i.^^il.M;[i1;]«.'^iT  J 

■^■j=imminrmtuk*'^"  :  pr t nt  "cclear:-" 

:FaR  N=l  TO  37jPRINT  WEL*(N,N) 
;:NEXT     N : T I ME=T I ME+ 1 

10010  DFF=40000: P=0: 7  :?  "DO  YOU  WAN 
T  TO  S^EATE  OR  [RETRIEVE  THE  FI 
LE"  ; 

10011  O*="<:20     SPACES:":FaR     N=  1      TO     520 

STEP  20: WORD* (N, N+1 9) =0*: NEXT 

N  11020 

10012  ?  :?  :?  "ONCE  YOU  CREATE  A  FIL  11025 
E  IT  WILL  BEiS  SPACES} STORED  0  11030 
N  TAPE  OR  DISK  SO  YOU  CAN  11035 
t5  SPACESMNPUT  THE  WORDS  FROM  11040 

11045 

10013  ?  "THE  TAPE  OR  DISK  INSTEAD  OF   11060 

TYPINGf3  SPACES}THE  SAME  WOR 
DS  IN  EVERY  T I  HE  YOU  PLAY."      11067 

10014  ?  :?  :?  "TYPE  IN  E  OR  E  AND  HI  11068 
T  l:l^ilJ:]:  NOWf  " 

10015  TRAP  10014; INPUT  ANS* 
10017  TRAP  10017:?  "ARE  YOU  USING  DA 

PE  OR  EI SK":  INPUT  22«:IF  ZZ«(1 
,1)<>"T"  AND  ZZ*(1,1)<>"D"  THE 
N  10017 

10020  IF  ANS«<>"C"  THEN  60T0  11000 

10100  -"  "TYPE  IN  WORDS  N0W":N=1 

10105  ?  :?  : 


F1LENAME<:7  SPACES:  (  W  I  THOUT  'D: 
' )   OF  THE  FILE  TO  " ; 
IF  ANS*="R"  THEN  PRINT  "LOAD": 
GOTO  10530 
PRINT  "CREATE" 

TRAP  10500: INPUT  DK* : DK* < 4 ) =DK 
*: DK*  (  1  , 3 )  =  "D1 :  " 
RETURN 

IF  ZZ*="D"  THEN  GOSUB  10500: N= 
1:TRAP  40000:OPEN  #2,4,0,DK*:G 
QTO  11025 

?  "TO  LOAD  WORDS  THAT  ARE  STOR 
ED  ON  TAPE  BE  SURE  TO  POSITION 
THE  TAPE  AT  THEC3  SPACES>CDRR 
ECT  COUNTER  «  YOU  NEED." 
?  "WHEN  BUZZER  BOUNDS,  PRESS  E 
l^*IJ-i;  AND  WAIT  FOR  THE  WORDS 
TO  BE  LOADED  INTO   THE  COMPUTE 

r\  >  .  ■ 

N=1:0PEN  #2,4,0,"C:" 

FOR  X=l  TO  4 

TRAP  11040: INPUT  #2,INW0RD* 

WORD*  <N, N+1 19) =INWORD«: N  =  N+120 

NEXT  X 

CLOSE  *2 

FOR  N=l  TO  400  STEP  20:PRINT  I 

NT  (N/20)  +1;"   "  ; WORD*  (N, N+19) 

NEXT  N 

PRINT  " i9     SPACES^" 

20) 


; WORD*  <401 , 4 


11070  ? 


1  1  075 
1  1080 
12000 


BE  3URE:  ERCH  WORD  IS 


PEI_l_EI>  CORRECTLY  BEFORE  VOU 


[lS^^ETURN<14    aCEHiaJ" 
10110     FOR     N=l     TO     400     STEP     20:  INPUT     I 

NWORD* 
10120  IF  N>399  THEN  WORD* ( 40 1 , 520 ) = " 

":GOTO  10200 
10125  IF  INWORD*="«"  THEN  WORD*(N,52 

0)="  ":GOTO  10150 
10130  WORD* (N, N+19> =INWORD* 
10140  NEXT  N 
10150  ?  "TYPE  IN  CHAPTER  tt  OR  LIST  # 

ETC.  .  .  " 
10160  INPUT   INWORD* : WORD* <401 , 420) =1 

NWORD* 
10200  FOR  N=l  TO  420  STEP  20:PRINT  W 

ORD* (N, N+1 9) : NEXT  N 

10202  IF  ZZ*="D"  THEN  GOSUB  10500:TR 
ftp  40000: OPEN  #2, 8, 0, DK*: GOTO 
10209 

10203  ?  "POSITION  THE  TAPE  AND  TAKE 
NOTE  OF C4  SPACES:THE  COUNTER  N 
UMBER.":?  :?  "PRESS  THE  PLAY  A 
ND  RECORD  BUTTONS." 

10204  7  :?  "WHEN  THE  BUZZER  SOUNDS, 

PRESS  i-r^j-jii-Tr" 

10205  N=l 

10206  TRAP  10207:LPRINT 

10207  OPEN  #2,8,0, "C:" 

10209  N=1:FDR  X=l  TO  4 

10210  PRINT  #2; WORD* (N, N+1 19) : N=N+12 
0 

10220  NEXT  XsCLQSE  #2 

10300  GOTO  13000 

10500  PRINT  "YOU  MUST  NOW  ENTER  THE 

126     COMPUTEI     October  1983 


12005 

12010 

12020 

12030 
12040 
12050 

13000 
13005 


13010 
1301  1 


13012 


13013 


13014 

13015 
13016 


X5      THIS      THE     GROUP     OF     HORDS 


■  PRCESIIMnHTED     CY^NI 


";: INPUT  ANS«:IF  ANS*="N"  THEN 

GOTO  10000 
GOTO  13019 
END 

FOR  N=i  TO  100:SOUND  0,20,4,10 
:NEXT  N:SDUND  0,0,0,0 

GRAPHICS     18:7     #6;  "  gT7TI»d<I.TJ:-    "; 
CHR*(CHAR);"     fcj  IT  K-*i  r-=M  " 
POSITION     0,1:7     #6 ; " wr on g . . . TR Y 

AGAIN" 
POSITION  4,3:7  tt6;"THE  WORD  IS 


PDSI 
PDSI 
L  =  0: 
RN 
WEL* 

NT  W 
TRAP 
C  KE 
A  =  0 
PRIN 
?  :  7 
USE 

IN 
TTO 
?  :  ? 
1ST 
LD  L 
0  EN 
?  :  ? 

THE 
RD6R 
SSIO 
INPU 
TO  1 
IF  A 
IF  T 


TION  0,4:?  #6; A* 

TION  6,5:7  4*6  ;"  READ  Y?7?  " 

FOR  N=l  TO  400:NEXT  N:RETU 


=  "[IIlE3Kl 

:FOR     N= 
EL* (N, N) ; : NEXT 

130 10:7  ;?  "HI 
Y  WHEN  READY" ; : 
THEN  END 
T  "  tCLEARXBELL 

: ?  : ?  ;?  "DO  Y 
THE  LIST  OF  WDR 
THE  COMPUTER  OR 
LOAD  IN  A  NEW  L 

:?  "TYPE  IN  C 

OR  HIT  (aamscTo 

1ST.":?  :?  :?  " 
D" 

:?  "OF  COURSE. 

FIRST  TIME   TH 
AM  DURING  THIS< 
N  YOU  MUST  HIT 
T  ANS*: IF  ANS*= 
0000 

NS*="E"  THEN  GO 
IME=0  THEN  ?  "i 


OU  MUST  MRKE  R  BIG 


1     TO     35: PR I 
N: NUM=1 
T     THE     HaEE 
INPUT     A: IF 

J " : TRAP  OFF 
DU  WANT  TO 
DS   ALREADY 

DO  YOU  WAN 
1ST" 
FDR  A  NEW  L 

USE   THE  0 
TYPE  IN  [=  T 

IF  THIS  IS 
ROUGH  THE  P 
7  SPACESJSE 
C!  !  !  " 
"N"  THEN  GO 

TO  4000 

3  BELL>":BO 


TO     13018 

135 

13017 

60T0     13019 

13018 

?     :?     :?     "THIS     IS     YOUR     f^JrI=liMi*i 

140 

rSTa    THROUGH     THEt3     SPACES  J  PROBRA 

145 

M.      YOU     MUST     LOAD     IN     OR     CREATE 

A     NEW     LIST     NOW!":eOTO     13011 

150 

13019 

PRINT     "-CCLEARJ" 

155 

13020 

?     :?     :?     "IF     YOU     WANT     TO     PRACTI 
CE     FOR     A     CERTAIN     NUMBER    OF     TIM 

ES    TYPE     IN     E    AND     HIT 

160 

{:5    SPACES}  (il^iirrlT.  " 

13025 

?     :?     :?     "IF     YOU    WANT     TO     PRACTI 

CE     UNTIL     YOU     GET     TIRED     JUST     HI 

165 

T     1:1=4*11:1;  -  " 

170 

13030 

?     :?     :?     "IF     YOU    WANT     TO    QUIT, 
TYPE     IN    [=.  " 

175 

13050 

INPUT     ANS*:IF     ANS*="C"     THEN     GO 

TO     55 

180 

13060 

IF     ANS«="E"     THEN     GOTO     4000 

13070 

RI6HT=10000: GOTO     57 

Program  2: 

185 

spelling  Quiz  For  VIC  (Microsoft  BASIC) 

190 

5    REM 

SPELLING    QUIZ 

195 

10    DIMA%(14),W%(20),W$(20):TT=0 

15    P0KE36879,93;PRINT"{CLR}{2    D0WN)|RED1 

200 

{4  spaces) SPELLING  QUIZ [2  D0WN}":G0T03 
15 

print"{clr} {2  downIhow  many  words  do  y 
ou  wish  to  spell" : print "correctly  befo 

RE" 

PRINT "ENDING?" : PRINT" [DOWN] [WHT} RETURN 

IrEDI  to  end?  ";:GOSUE380 

RI=VAL(IN$) :IFIN$=""THEN120 

SC=0 : AT=0 : FORI=1TO20 : W% ( I ) =0 : NEXT 

IFSC=RITHEN110 

W=INT{20*RND{1)+1) :A$=W?(W) :IFA5=""THE 

N45 

FORAR=1TO14:A%CAR)=0:NEXT:PRINT"[CLR} 

{4  DOWN} UNSCRAMBLE: {BLU} " :L=LEN(A? ) : FO 

RLT^ITOL 

AR=INTCL*RND(1)+1) :IFA%(AR)THEN55 

PRINTMID$(A$,AR,1); : Al (AR)=1 : NEXT:TR=0 

POKE214 , 20 : PRINT : PRINT" I  RED] PRESS 

[WHT] RETURN [RED}  TO  END" 

PRINT " { HOME } CORRECT [ WHT } " SCTAB (13)" 

[ red} WORD [WHT }"W 

TR=TR+1:PRINT"ATTEMPT"AT+1" [4  DOWN}" 

POKE214,3+TR*3:PRINT:PRINT" [DOWN] [WHTJ 

TRY#"TR: PRINT" [RED]?  "; :GOSUB380 : IFIN$ 

=""THEN110 

AT=AT+1 : IFIN?  <  >ASTHEN95 
90  CR$=LEFT$("R"+CR$,20) : PRINT" [ DOWN] CORR 

ECT! " :FORN=1TO500:NEXT:W%(W)=W%CW)+1 :S 

C=SC+1 :GOTO40 
95  IFTR=3THEK115 
100  CR$=LEFT?("W"+CR?,20) 

PRINT" [DOWN] WRONG,  TRY  AGAIN. [UP] ": FO 
RN=1TO700:NEXT: PRINT" [17  SPACES]' 
070 

PRINT"[CLR![2  DOWN] [2  SPACES] YOUR 
RE  IS(WHT}"SC:PRINTSPC(6) "[red] 
[2  D0WN}WELL  DONE" :GOSUB370:GOTO155 
PRINT "[down) ANSWER [WHT]  " : PRINTA? :FOR 
N=1TO1000:NEXT:GOTO125 
PRINT" {CLR}[ DOWN] GOOD  WORK":END 
PRINT" [CLR] [DOWN] [red} TRY  TYPING  THE 
[ SPACE } WORD  i WHT ] " : PRINTA$ : PRINT " [ RED ] 
[D0WN}PRESS  [WHT] RETURN [red]  TO  END": 
L=l 
130  PRINT"  [LEFT)"; :POKE204,0 


20 


25 

30 

35 
40 
45 

50 


55 
60 
65 

70 

75 
80 


85 


105 


110 


115 

120 
125 


;GOT 


SCO 


205 


210 
215 


220 
225 
230 
235 
240 

245 

250 

255 

260 
265 

270 

275 

280 

285 

290 

295 
300 


305 

310 


GETC$ : IFC$=CHR? ( 13 ) THENPOKE204 , 1 : GOTO 

40 

IFC$<>MID${A$,L,1)THEN13  5 

POKE204,1:IFL=LEN{A$)THENL=0:C$=C$+" 

[SPACE] " 

L=L+1 : PRINTC? ; : GOTOl 30 

PRINT" [CLR] [down] HERE  IS  A  LIST  OF  HO 

W  MANY  TIMES  EACH  WORD [2  SPACES] WAS  S 

PELLED  CORRECTLY:" 

FORI=1TO20 : PRINT " [ WHT } " I " [ RED ) [ LEFT ] " 

W%CI)W${I) :IFI=9THENGOSUB370: PRINT" 

[CLR] [down]" 

IFI<20ANDW$ ( I+l }=" "THENI=21 

NEXT:GOSUB370 

PRINT" [ CLR } { DOWN } ATTEMPTS [ WHT } " AT : PRl 

NT " { RED } [ DOWN }  CORRECT [ WHT } " SC : L=LEN ( 

CR$ ) : IFL=0THEN3 1 5 

C=0:FORI=1TOL:C=C-CMID$(CR$,I,1)="R") 

: NEXT :PE=INTCC/L* 100) : PRINT "[RED] 

[down]  percent! WHT }"pe"( left} %" 

CR$=" " : F0RG=1T05 : READDA, G? , C? : IFPE<DA 

THENNEXT 

DATA90 , A, EXCELLENT , 80 , B , VERY  GOOD, 70 , 

C,GOOD,60,D,HMMM, ,F, STUDY 

RESTORE: PRINT" [RED] E DOWN] GRADE [ WHT) 

[RVS]  "G?"  {0FF)[RED)"C$"l":G0T0315 

TT=1:P=0: PRINT "[CLR] [3  DOWN }[ PUR } PRES 

S: [DOWN]";PRINT"[WHT}c[RED)  TO  CREATE 

[ DOWN } " ; PRINT " [ PUR] 0R[ DOWN ) 

PRINT" [ WHT ]R[ RED)  TO  RETRIEVE  A  FILE 

[ DOWN ) " : FORI =1 TO20 : W? { I ) = " " : NEXT : GOSU 

B375 

IFAN5<>"C"THEN280 

PRINT "[CLR) [DOWN] ENTER  UP  TO  20  WORDS 

[2  SPACES] ONE  BY  ONE  AND  PRESS 

[2  SPACES) [WHT) RETURN [red}" 

PRINT" [DOWN] LIMIT  EACH  WORD  TO  14  LET 

TERS. 

PRINT" [DOWN] PRESS  [ WHT] RETURN [ RED }  WH 

EN  YOU  ARE  FINISHED. 

PRINT" [2  DOWN) BE  SURE  YOU  SPELL  THE  W 

ORDS  CORRECTLY" 

PRINT" [DOWN] [WHT) ENTER  YOUR  WORDS 

[DOWN] [red] " :FORN=1TO20 

PRINT" [ WHT) "N"[rED]?  "; :GOSUB380 : IFIN 

$=""THEN250 

W$(N)=IN$:NEXT 

PRINT" [DOWN] ENTER  AN  IDENTIFIER" :PRIN 

T"[DOWN)?    "; 5GOSUB380:IFIN$=""THENIN$ 

II    ii 

W5 ( 0 ) =IN? : PRINT " { CLR } [ 2  DOWN ) " : F0RI=1 

TO20:IFW$(I)=""THEN270 

IFPOS ( 0 ) +LEN ( W$ ( I ) ) >  20THENPRINT 

PRINTW5{I)", "; :NEXT 

PRINT: PRINT" [ WHT) "W$(0) : PRINT" [DOWN] 

[WHT] POSITION  THE  TAPE{ RED) " :GOSUB370 

PRINT" [CLR] " :OPEN2,1,1,W?{0) :FORI=0TO 

20:PRINT#2,W?Ci) :NEXT:PRINT#2 , W5 (0) ;C 

LOSE2:GOT0315 

PRINT" [DOWN)pOSITION  THE  TAPE":G0SUB3 

70:PRINT"[CLR} [2  DOWN)" 

0PEN2 ,1,0: INPUT#2 , W$ ( 0 ) : PRINT " [ D0WN)N 

AME  [BLU}"W?(0) "[RED} [DOWN}" 

FORI=1TO20 : INPUT*  2 , W? ( I ) : IFPOS ( 0 ) +LEN 

C  W$ ( I ) ) >  20THENPRINT 

PRINTW$ ( I ) "  "  ;  : NEXT : CL0SE2 

PRINT: PRINT" [down] [red] IS  THIS  THE  GR 

OUP  OF": PRINT "WORDS  YOU  WANTED" ; :GOSU 

B375 

IFAN$="N"THEN200 

GOT0345 

October  1983     COMPUTE!     127 


315  GOSUB370:IFTT=0THEN200 

320  PRINT"{CLR} f2  DOWN} { PURJpreSS : [DOWN] " 

325  PRINT" {wHT) RETURN {RED J  TO  USE  THE";PR 

INT"  WORDS  ALREADY  IN  THE {2  SPACES 3  CO 

MPUTERfDOWN}" 
3  30  PRINT " [ PUR 3  OR I  DOWN 1 " : PRINT " { WHT ] N 

{red 3  TO  LOAD  A  LIST {2  DOWN} ": PRINT" 

{pur5or(down]":priht"{wht]e|red}  to  E 

nd{down]" 
335  gosub375:ifan$="n"then200 
340  ifan$="e"then120 

345  PRINT"{CLR]{2  DOWN 3 { PUR } PRESS :£ DOWN] " 

: PRINT "{ WHT] RETURN {red]  TO  PRACTICE": 

PRINT"  UNTIL  YOU  GET  TIRED {DOWN J" 
350  PRINT" £PUR]0R{D0WN3":PRINT"{WHT}C 

{RED]  TO  PRACTICE  A": PRINT"  CERTAIN  N 

UMBER  OF": PRINT"  TIMES {DOWN}" 
355  PRINT" {PUR} 0R{ DOWN] ": PRINT" {WHT]E 

[red]  to  QUIT{D0WN1":G0SUB375:IFAN5=" 

C"THEN20 
360  IFANS="E"THEN120 
365  RI=10000:GOTO35 
370  PRINT" {down) [2  SPACESjPRESS  {WHTJRETU 

RNfREDj"; 
375  PRINT"?  ",-  :GOSUB380:AN$=LEFT$(IN$,1): 

RETURN 
380  IN$="":ZL=0 
385  POKE204, 0: PRINT"* Cleft]"; 
390  GETZ$:IFZ$=""THEN390 
395  POKE204,1: PRINT"  [LEFT] " ; : IFZ$=CHR$ { 1 

3 ) THENPRINT : RETURN 
400  IF2$=CHR$ { 20 ) ANDZLTHENZL=ZL-1 : IN$=LEF 

T| { IN$ , ZL ) s  PRINTZ$ ; 
405  IF{(Z$>"/"ANDZ$<":")OR(Z$>"@"ANDZ$<"[ 

" ) )ANDZL<14THENPRINTZ$; : IN$=IN$+Z$ i ZL 

=ZL+1 
410  GOT0385  © 


TimeiucR^  ' 


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Prom  "The  Editor's  Feedback"  Card,  a  montlily  part  of  our  continiilng 
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"What  do  you  like  t)est  about  COMPUTE!  ?" 

l."The  coverage  of  educational  uses  of  computers  for  kids."  8. "Clear,  clean  layout, 
good  presentation..."  3."Educational  software  reviews...  Triends  of  The  Turtle'..."  4. 
"Written  so  a  newcomer  to  computers  can  understand..."  5. "Cover  to  cover,  and  all  in 
between..."  6."Revlews  of  software  and  hardware..."  7.  "Good  balance  of  application 
and  technical  articles..."  8."It  is  the  best  source  of  info  about  various  levels  of  VIC/ 
PET/CBM  machines  and  applications..."  9.  "The  large  nmnber  of  well-explained  pro- 
grams..." 10.  "I  like  programs  that  can  be  typed  into  a  computer,  run,  and  then  used 
right  away  (a  program  without  bugs!)..."  11. "That  it  is  organized  well,  and  covers  a 
broad  range  of  information  concerning  Atari.  Keep  it  up,  please!  I'm  learning..."  IS. 
"Table  of  Contents  listings  and  computer  guide  to  articles  is  a  great  idea.  Best 
magazine  for  personal  home  computer  users..."  13. "Best  I  have  fomnd  for  VIC  inxb..." 
14."Informative  articles:  'Secrets  of  Atari',  Game  programs,  especially  programs 
that  teach  the  reader  about  the  Atari..."  15."I  like  all  the  articles  and  programs  for  my 
computer,  the  PET.  I've  learned  and  found  out  things  about  it  that  I  never  even 
thought  existed.  Other  magazines  don't  have  too  much  material  for  the  PET  and,  for 
that  reason,  I  find  COMPUTE!  invaluable..."  16.  "The  up-to-date  hardware  reviews..." 
17.  "Educational  and  game  programs...  ready  to  type  In..."  18.  "Utihty  and  appUcations 
program  listings  very  helpful..."  19. "I'm  a  computer  beginner  and  COMPUTE!  didn't 
scare  me  away...  it  miade  me  more  interested  in  learning  more  about  computers..."  SO. 
"I  really  enjoy  (smce  I  am  one)  the  Beginner's  Page..."  81. "The  attention  it  gives  to 
Atari  and  the  easy-to-understand  language  it's  written  in..."  88.  It  is  concerned  with 
explaining  programs,  not  just  listing  them.  It  is  the  best  VIC  magazine  I  could  buy..." 
8S."The  new  Table  of  Contents 'Guide  to  Articles  and  Programs'  is  excellent,  particu- 
larly the  indication  of 'multiple  computer'  items. .."84,Broad  range  (sophistication) 
of  programs..."  85."It's  easy  to  understand  yet  pushes  you  to  a  'higher  level'..." 

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useful,  helpful  information  in  every  issue  of  COMPUTE!  Magazine.  We  specialize  in  supporting 
the  Atari,  PET/CBM,  Commodore  VIC-20  and  64,  TI-99/4A,  and  Apple  computers.  Editorial 
coverage  is  expanding  to  include  the  Timex/Sinclair  and  the  Radio  Shack  Color  Com.puter. 

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FRIENDS  OF  THE  TURTLE 


Dovid  D  Thornburg,  Associate  Editor 


Ed  Emberley's 
Drawing  Procedures 


Part  of  the  appeal  of  turtle  graphics  is  that  it  allows 
complex  pictures  to  be  built  from  simple  building 
blocks.  This  feature  arises  from  the  fact  that  each 
shape  description  or  procedure  describes  the 
shape  itself,  independently  of  its  starting  point  or 
orientation.  For  example,  once  a  square  is  defined 
with  the  procedure: 

TO  SQUARE  :SIZE 

REPEAT  4  (FORWARD  :SIZE  RIGHT  90] 
END 

the  computer  can  use  this  procedure  to  create  a 
square  of  any  size  at  any  starting  location  and 
orientation. 

If  the  user  has  built  up  a  set  of  useful  geo- 
metric procedures,  these  can  be  combined  to  create 
more  complex  figures.  If  one  also  has  a  procedure 
for  drawing  triangles: 

TOTRI:SI2E 

REPEAT  3  [FORWARD  ;SIZE  RIGHT  120] 
END 

then  a  procedure  for  drawing  a  house  can  be 
created  from  a  combination  of  a  square  and  a 
triangle: 

TO  HOUSE  :SIZE 

SQUARE  rSIZE 

FORWARD  :SIZE  RIGHT  30 

TRI  :SIZE 
END 

This  procedure  can  be  used 
to  create  houses  of 
different  sizes 


t 


A 


Many  turtle  graphics  enthusiasts  create  libraries 
of  basic  figures  from  which  quite  interesting  pic- 
tures can  be  created. 

As  an  active  proponent  of  turtle  graphics  and 
procedural  problem-solving,  I  was  delighted  to 
find  Ed  Emberley's  independent  discoveries  along 
these  lines. 

Ed  Emberley  has  written  several  books  on 
illustration  for  children.  His  books  of  particular 
interest  to  readers  of  this  column  would  include: 
Ed  Emberley's  Drawing  Book  of  Animals,  Ed  Emberley's 
Drawing  Book,  Make  a  World,  Ed  Emberley's  Big 
Orange  Drazving  Book,  and  Ed  Emberley's  Big 
Purple  Drawing  Book  (all  published  by  Little,  Brown 
and  Co.). 

Mr.  Emberley's  illustration  technique  is  built 
on  the  idea  that,  just  as  words  are  created  from 
an  alphabet  of  letters,  pictures  can  be  created  from 
an  alphabet  of  shapes.  He  shows  how  to  create 
myriad  figures  using  circles,  rectangles,  arcs,  lines, 
triangles,  and  other  simple  pieces.  By  building 
the  figure  piece  by  piece,  the  young  artist  is  never 
overwhelmed  by  trying  to  deal  with  the  whole 
figure  at  once.  The  following  series  of  illustrations 
(courtesy  of  Mr.  Emberley)  shows  how  one  can 
create  a  clown's  head  almost  entirely  from  circles 
and  circle  parts. 

If  you  were  to  create  this  figure  using  turtle 
graphics  procedures,  you  would  need  only  pro- 
cedures for  a  circle,  an  arc,  a  rectangle,  and  the 
squiggles  for  the  hair. 

Ed  Emberley  does  not  normally  use  a  com- 
puter to  create  his  illustrations.  The  clown  figures 
shown  on  the  next  page  are  a  happy  exception  to 
that,  as  he  created  them  on  an  Apple  computer 
using  the  KoalaPad  touch  tablet  with  the  Micro 


130    COMPUTE!    October  1983 


Illustrator  software.  I  am  encouraging  him  to  use 
Logo  also  to  see  how  he  likes  it. 

Just  as  Mr.  Emberley's  books  can  be  a  source 
of  inspiration  to  those  of  us  who  build  pictures 
using  turtle  graphics,  they  can  also  be  wonderful 
tools  for  teaching  procedural  problem-solving  - 
for  teaching  people  how  to  solve  larger  problems 
by  breaking  them  into  bite-sized  chunks.  For  this 
reason  I  encourage  the  use  of  his  drawing  books 
by  teachers  of  computer  programming.  Not  only 
are  the  children  learning  to  solve  problems  with 
procedures,  but  they  are  also  learning  how  to 
create  charming  illustrations  at  the  same  time. 

I  created  the  next  figure  myself  to  show  that 
almost  anyone  can  learn  to  make  pictures  in  this 
manner. 


For  those  of  us  who  have  been  in  the  field  a 
long  time,  the  discovery  of  Mr.  Emberley's  excel- 
lent contributions  is  refreshing.  Clearly,  he  is  a 
Friend  of  the  Turtle!  < 


October  1983     COMPUTi!     131 


Learning  With  Computers 


JB,  Sheifon  and  Glenn  M,  Kleimon 


Computers  And  Teaching 
Children  To  Read 


Both  authors  of  this  report  have  long  been  interested  in 
teaching  children  to  read.  Kteiman,  previously  a  re- 
searcher at  the  National  Center  for  the  Study  of  Reading, 
attended  the  1983  International  Reading  Association 
Convention.  Shelton,  a  former  reading  tutor,  has  visited 
several  schools  where  the  IBM-sponsored  program  dis- 
cussed in  this  column  is  being  tested. 


International  Reading  Association 
Convention 

The  International  Reading  Association  (IRA)  is 
the  world's  largest  association  of  reading  teachers 
and  researchers.  Its  1983  convention,  held  May 
2-6  in  Anaheim,  California,  reflected  the  size  of 
the  organization.  The  program  booklet  required  58 
pages  to  list  all  the  workshops,  symposia,  insti- 
tutes, research  report  presentations,  special  inter- 
est group  meetings,  and  other  events.  Thousands 
of  teachers  and  researchers  attended,  and  almost 
250  companies  exhibited  their  products. 

Three  years  ago,  at  the  1980  convention,  there 
was  very  little  about  computers.  Only  a  handful 
of  presentations  focused  on  computers,  and  just  a 
few  companies  exhibited  computer-based  prod- 
ucts. Things  have  changed. 

Three  of  the  preconvention  institutes  focused 
upon  computers,  as  did  many  conference  presen- 
tations and  symposia.  A  special  interest  group 
has  been  formed  by  people  interested  in  using 
microcomputers  to  teach  reading.  The  exhibit 
area  included  booths  from  Apple,  Atari,  Commo- 
dore, IBM,  and  Radio  Shack.  Perhaps  most  signif- 
icant is  that  computer  software  was  included  in 
many  of  the  exhibit  booths,  even  from  some  of 
the  major  textbook  publishing  companies.  Scott 
Foresman,  Random  House,  Ginn,  Houghton 
Mifflin,  Scholastic,  MilUken,  Borg-Wamer  Educa- 
tional Systems,  Developmental  Learning  Mate- 

132    COMPUTE!    Octobeft983 


rials,  Walt  Disney  Educational  Media,  Educational 
Activities,  Hartley,  FoUett  Library  Book  Company, 
American  Educational  Software,  Computer  Cur- 
riculum Corporation,  and  other  companies  had 
computer  materials  on  display. 

In  a  display  of  IRA  publications,  there  was  a 
new  book.  Computer  Applications  in  Reading,  by 
George  Mason,  Jay  Blanchard,  and  Danny  Daniel. 
This  book  is  a  valuable  resource  for  anyone  inter- 
ested in  computers  and  reading.  It  describes  col- 
lege and  university  centers  for  computer-based 
reading  programs,  school  applications  in  reading 
instruction,  computer  assessment  of  readability, 
sources  of  computer  semces  and  software,  re- 
search on  computers  in  reading,  and  background 
information  about  computers.  Much  of  the  book  is 
taken  up  by  annotated  bibliographies,  so  it  is  a 
good  starting  point  for  finding  out  about  computers 
and  reading  instruction.  It  is  available  from  IRA, 
800  Barksdale  Road,  Box  8139,  Newark,  DE  19714. 

A  new  journal,  Computers,  Reading  and  Lan- 
guage Arts,  was  also  being  promoted.  It  contains 
articles,  book  reviews,  software  reviews,  and 
news,  all  focusing  on  "the  day-to-day  use  of  com- 
puters in  teaching  basic  skills  in  subjects  like 
reading,  writing,  and  spelling."  For  more  in- 
formation about  this  journal,  contact  Modern 
Learning  Publishers,  Inc.,  6517  Liggert,  Oakland, 
CA  94611. 

At  the  IRA  convenHon,  there  was  clearly 
tremendous  interest  in  using  computers  to  teach 
reading.  There  were  discussions  of  the  potential 
of  computers  to  help  motivate  children,  to  provide 
drill  and  practice  in  phonics  and  word  recognition, 
to  administer  and  score  tests,  and  to  improve 
comprehension  skills.  Many  teachers,  adminis- 
trators, and  researchers  expressed  optimism  about 
the  possible  uses  of  computers. 

However,  there  was  far  more  said  about 


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plans,  potentials,  and  desires  than  about  how 
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happens  when  computers  are  used  in  teaching 
children  to  read. 


"Our  kindergartners,  four 

months  into  the  school  term, 

ore  writing  sentences.  They 

have  to  be  enjoying,  as  weli  as 

learning  from,  the  computers 

to  show  the  dedication  they  do." 


Writing  To  Read 

One  reading  program  already  being  used  was 
shown  at  the  IBM  exhibit  booth  and  at  a  separate 
display.  The  program  is  part  of  a  comprehensive 
reading  instruction  package  for  kindergarten  and 
first-grade  children.  Developed  by  Dr.  John  Henry 
Martin  and  called  "Writing  to  Read,"  this  ap- 
proach to  teaching  reading  is  being  tested  by 
schools  in  eight  states  and  in  Washington,  D.C., 
with  10,000  children  participating.  Wake  County, 
North  Carolina,  with  2,900  kindergarten  children 
in  34  schools,  is  the  largest  single  participant  in 
the  national  test.  The  program  runs  on  IBM  Per- 
sonal Computers,  and  testing  is  funded  by  IBM. 
Dr.  Martin's  company,  JHM  Corporation,  is 
supervising  the  program  and,  at  the  end  of  a  two- 
year  test  period.  Educational  Testing  Service  will 
conduct  an  evaluation. 

The  introduction  of  Writing  to  Read  into  the 
schools  was  threefold:  teachers  and  principals 
were  given  a  two-day  training  seminar  and  a 
system  management  manual;  parents  viewed  an 
orientation  film  and  experienced  a  hands-on  ses- 
sion; and  the  children  were  prepared  in  the  class- 
room for  the  computer  lab  procedures. 

The  Program  In  Action 

At  Briarcliff  Elementary  School  in  Cary,  North 
Carolina,  the  reading  lab  contains  four  IBM  Per- 
sonal Computers,  one  printer,  eight  electric  type- 
writers, and  ten  tape  recorders.  Each  child  spends 
one  hour  per  day  in  the  reading  lab.  The  computer 
segment  lasts  15  minutes.  The  remaining  time  is 
spent  in  work  center  activities  -  children  review 
their  words,  use  typewriters  to  write,  and  listen 

134     COMPUTE!     October  1983 


to,  and  read,  stories. 

At  the  computer  stations,  the  children  work 
in  pairs,  using  IBM  Pei'sonal  Computers  with  syn- 
thesized voice  output  and  color  graphics.  Wearing 
headphones,  the  children  listen  and  respond  to 
the  synthesized  voice  and  graphics  display. 

The  computerized  lessons  are  designed  to 
teach  children  letter-sound  correspondences.  The 
lessons  use  a  "phonemic  alphabet"  which  repre- 
sents each  of  the  42  sounds  of  English  by  one 
symbol.  That  is,  this  approach  uses  a  special 
teaching  alphabet  that  makes  the  letter-sound 
correspondences  consistent.  For  example,  "cat" 
would  be  written  as  "Kat,"  and  "through"  as 
"throo."  The  children  are  introduced  to  all  42 
phonemes  by  working  with  30  words.  The  selected 
words  include  all  the  sounds  and  are  represented 
by  pictures  -  dog,  cat,  bed,  rabbit,  fish,  and  so 
on.  The  children  learn  the  30  words  in  ten  cycles, 
each  with  three  words. 

The  symbols  for  the  sounds  are  displayed 
around  the  perimeter  of  the  computer  screen 
(these  symbols  are  letters,  letter  pairs  such  as 
"th,"  and  letters  with  markings,  such  as  for  long 
and  short  vowels).  A  color  picture  appears  on  the 
computer  screen,  with  the  word  spelled  both 
phonetically  (rabit)  and  in  standard  English  (rab- 
bit). The  computer  (using  a  digitized  female 
voice)  intones:  "Say  rabbit."  There  is  a  pause  for 
the  children  to  say  the  word  aloud.  They  are  then 
instructed  in  the  phonemic  spelling,  sound  by 
sound.  The  voice  requests  an  "r"  and  waits  for 
the  correct  letter  on  the  keyboard  to  be  pressed. 
Incorrect  key  presses  are  simply  ignored.  When 
"r"  is  pressed,  the  phoneme  "r"  moves  from  its 
place  at  the  perimeter  of  the  screen  to  midscreen. 
The  voice  repeats,  "Say  rabbit,"  and  the  children 
again  recite  the  word.  This  sequence  continues 
until  the  whole  word  is  spelled  out.  The  procedure 
is  very  repetitive.  As  each  new  word  is  selected, 
the  computer  says  the  word,  asks  the  children  to 
repeat  it,  spells  the  word  aloud,  and  asks  the  chil- 
dren to  take  turns  spelling  it  several  times.  Since 
phonemic  spellings  are  emphasized,  the  children 
must  spell  "rabbit"  with  only  one  "h"  -  the  com- 
puter ignores  any  pressing  of  "h"  after  the  first 
one. 

After  the  learning  phase,  the  computer  work 
goes  on  to  a  "mastery  test."  Students  are  asked  to 
spell  the  words  they  have  just  learned.  If  they 
make  two  errors,  the  computer  takes  them  back 
to  the  learning  phase.  Following  success  on  the 
mastery  test,  there  is  a  "make  words"  phase,  in 
which  all  the  phonemes  the  children  have  learned 
so  far  are  reviewed  and  combined  into  new  words. 
There  are  also  some  game  activities,  such  as  one 
where  the  children  must  repeatedly  type  "mouse" 
quickly  enough  to  keep  a  mouse  pictured  on  the 
screen  moving  away  from  a  cat. 


^and  te^hes»tooZ 


no  I 


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That's  an  easy  one:  HesWare™  educational  software.  .     ,       ■ 

The  children  with  the  most  answers  in  school  are  usually  the  children  who  enjoy  learning. 
HesW^re  helps  develop  your  child's  interest  in  learning  by  making  it  fun.  And  along  the  way,  develop 
familiarity  anci  proficiency  with  computers^a  skill  that  is  becoming  more  and  more  essential  to  success. 

HesV\fere  educational  software  combines  enjoyment  with  a  creative  learning  experience  Unlike 
video  games,  HesWare  educational  programs  involve  Vour  child— and  that  keeps  their  interest.  Whether 
It's  creating  colorful  and  artistic  pictures  with  Turtle  Graphics, 
making  up  funny  faces  with  Pacemaker™  or  helping  America's 
favorite  canine,  Benji,  save  kidnapped  scientists  (and  learn 
about  the  solar  system  in  the  process,)  or  any  of  the  programs 
in  our  education  library,  HesWare  gives  your  children  a  positive 
attitude  toward  learning  and  technology. 

It's  not  expensive  to  give  your  child  a  headstart  on  the 
future.  HesWare  programs  are  available  for  most  popular  home 
computers,  including  the  Commodore  VIC  20r  Commodore  64^ 
AtarifandlBM? 

HesWare  educational  software.  Just  one  of  the 
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expanding  your  child's  horizons.  Look  for  them  at  your       nBSwwmB. 
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tough 
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HesVfeteandFacemakeraretfademarksof  Human  Engine«red  Software.  VIC  20  and  Commodare  61  are  trademarks 

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©1983 


The  work-center  activities  complement  and 
supplement  the  computer  lessons.  At  the  work- 
journal  station,  the  children  use  workbooks  which 
provide  practice  with  the  three  basic  words  just 
learned,  present  additional  words  that  have  the 
same  phonemes,  and  leave  room  for  children  to 
write  new  words.  At  the  make-words  center,  the 
children  write  and  illustrate  words.  At  the  classics 
listening  center,  they  listen  to  stories  on  tape  and 
read  along  with  the  actual  books.  This  familiarizes 
them  with  standard  spelling.  At  the  typewriter 
station,  children  use  IBM  Selectric  typewriters  to 
write  the  words  they  have  learned,  combine  them 
into  sentences  and,  when  they  are  ready,  begin  to 
write  stories. 

Program  Effectiveness 

Writing  to  Read  has  many  similarities  to  other 
approaches  to  teaching  reading.  For  example,  it 
shares  the  use  of  a  phonetic  alphabet  with  ap- 
proaches using  the  International  Teaching  Al- 
phabet. The  emphasis  on  letter-sound  correspon- 
dences and  on  having  children  say  the  words  and 
sounds  repeatedly  reminds  us  of  such  structured 
phonics  approaches  as  the  DISTAR  method.  How- 
ever, the  overall  blend  of  computer  and  work- 
station activities  is  Dr.  Martin's  own  synthesis, 
reflecting  his  experience  as  a  teacher  and  school 
administrator  and  his  philosophy  of  education. 

Writing  to  Read  has  been  enthusiastically 
received  by  the  teachers  and  children  at  Briarcliff 
School.  The  principal,  Mary  Jane  McReynolds, 
noted:  "Our  kindergartners,  four  months  into  the 
school  term,  are  writing  sentences.  They  have  to 
be  enjoying,  as  well  as  learning  from,  the  com- 
puters to  show  the  dedication  they  do." 

Several  minor  problems,  such  as  the  mastery 
tests  being  too  rapid  and  the  headphones  not 
working  well,  have  been  remedied.  Kathleen  Burt, 
head  of  Briarcliff  School's  Kindergarten  program, 
reports:  "We're  more  than  pleased;  we  have  high 
hopes.  You  can't  separate  reading  and  writing, 
and  this  is  a  logical  approach  toward  teaching 
them  together.  It  combines  many  of  the  best 
teaching  methods  we  use  in  the  classroom  with 
the  technological  advantages  of  the  computer." 

The  Writing  to  Read  approach  is  an  eclectic 
one,  combining  phonics,  writing,  and  the  reading 
of  classical  children's  stories.  Some  educators 
would  object  to  certain  aspects,  such  as  using 
nonstandard  phonetic  spellings  and  having  chil- 
dren begin  learning  letter-sound  correspondences 
before  they  learn  "whole-word"  or  "sight"  recog- 
nition of  common  words.  These  are  classic  issues 
in  the  teaching  of  reading,  issues  that  have  been 
debated  for  many  years.  We  will  not  enter  into 
this  debate  here,  but  we  do  want  to  point  out  that 
the  computer  does  not  settle  any  of  these  issues. 
Computers  can  be  used  in  any  approach  to 

136     COMPUTE!    October  1983 


teaching  reading.  But  computers  do  not  tell  us 
how  or  what  to  teach,  and  they  do  not  automati- 
cally solve  children's  reading  problems. 

Dr.  Martin  and  IBM  are  to  be  commended  for 
their  efforts  to  integrate  computers  into  a  complete 
approach  to  teaching  reading,  and  for  subjecting 
their  approach  to  large-scale  testing  and  evalua- 
tion. However,  they  are  using  the  computer  for 
only  one  purpose  -  to  teach  letter-sound  cor- 
respondences to  beginning  readers.  We  hope  to 
see  other  methods  of  teaching  reading  begin  to 
incorporate  computers,  and  to  see  computers 
used  to  help  children  develop  more  advanced 
reading  skills.  © 


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THE  WORLD  INSIDE  THE  COMPUTER 


Islands  Of  Learning 


Fred  D'Ignazio,  Associate  Editor 


I  am  afraid  that  homes 
and  schools  are  swiftly 
becoming  islands  of 
computer  learning.  I  am 
afraid  that  unless  some- 
thing is  done  to  coordi- 
nate this  learning,  the 
tremendous  educa- 
tional potential  of  per- 
sonal computers  might 
never  be  realized. 
I've  been  speaking  on  this  subject  at  several 
educational  conferences,  including  the  National 
Educational  Computing  Conference  in  Baltimore, 
the  Florida  Instructional  Computing  Conference 
in  Tampa,  and  the  Hollins  College  conference  on 
"Computers  in  the  Schools." 

In  Tampa,  my  speech  was  entitled  "Linking 
Computers  in  the  Classroom  and  the  Home." 
After  the  speech,  one  of  the  people  in  the  audience 
came  up  and  introduced  himself  as  Kenneth 
Komoski,  Educational  Director  of  the  Educational 
Products  Information  Exchange  (EPIE). 

Ken  and  I  sat  down  and  chatted.  We  dis- 
covered that  each  of  us  independently  had  decided 
that  the  critical  area  in  educational  computing 
was  neither  the  classroom  nor  the  home.  Instead 
it  was  the  cojuicction  or  the  gap  between  the  two. 

To  show  how  similar  our  thinking  was,  here's 
a  quote  from  one  of  Ken's  recent  articles: 

It's  important  for  parents  to  work  coopera- 
tively with  educators  and  community  leaders 
to  make  decisions  about  computers  and 
educational  software....  At  stake  is  not  only 
the  quality  of  computer  instruction  in  the 
schools,  but  also  the  full  educational  poten- 
tial of  microcomputers  for  your  child,  your 
family  and  your  community.  If  parents  and 
schools  do  not  work  together,  much  of  this 
potential  may  be  lost. 

Kenneth  Komoski,  Network  (3/83). 

138    COMPUTEI    October  1963 


Ken  told  me  about  the  work  he  had  been 
doing.  He  mentioned  that  his  organization,  EPIE, 
had  recently  joined  forces  with  Consumers  Union 
to  evaluate  educational  computing  products. 
Evaluations  are  published  in  a  monthly  MICRO- 
gram.  (Subscriptions  to  MICROgram  are  available 
from  EPIE-Consumers  Union,  P.O.  Box  839, 
Watermill,  NY  11976.) 

Millions  Of  Programs 

Hundreds  of  new  educational  software  packages 
are  appearing  each  month.  Families  and  schools 
are  buying  these  packages  by  the  millions.  In  1982, 
1.4  miUion  educational  software  packages  were 
sold.  Experts  predict  that  4  million  packages  will 
be  sold  this  year. 

Families  are  buying  the  software  and  schools 
are  buying  the  software,  but  there  is  little  or  no 
coordination  between  the  two.  This  is  the  source 
of  Ken's  and  my  concern. 

The  Miracle  Machine 

This  lack  of  coordination  creates  a  real  problem. 
The  biggest  impact  of  computers  will  probably  be 
on  kids  using  computers  at  home.  Yet  families 
have  the  least  experience  in  setting  up  a  formal 
curriculum  of  instruction. 

Many  parents  buying  computers  are  hoping 
that  the  educational  programs  that  their  kids  use 
will  teach  the  kids  without  any  parental  guidance. 
Or  that  the  programs  at  least  won't  do  any  harm. 

But  are  these  parents  placing  too  much  faith 
in  the  computer? 

Ever  since  they  were  first  invented,  com- 
puters have  been  seen  as  a  miracle  solution  to  all 
sorts  of  problems.  But  people  have  learned  the 
hard  way  that  computers  do  nothing  on  their 
own.  If  computers  are  given  the  right  instructions, 
they  can  help.  But  people  still  do  most  of  the  work. 

The  same  is  true  for  computer  learning.  The 
computer  cannot  teach  a  child  on  its  own.  Parents 


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and  teachers  still  need  to  do  most  of  the  work. 
They  need  to  create  an  environment  and  a  curric- 
ulum fitted  to  the  needs  and  age  level  of  each 
child.  Then  the  computer  can  be  a  valuable 
assistant. 

The  Impact  Of  Computer  teaming 

We  have  another  problem.  Computer  learning  at 
home  is  likely  to  be  unguided  and  uncontrolled. 
Yet  unless  computer  learning  at  school  and  at 
home  is  better  coordinated,  the  impact  of  com- 
puter learning  will  be  much  greater  at  home. 

Look  at  the  ratio  of  kids  to  computers  at  home 
and  in  the  schools.  At  home  the  ratio  is  great;  at 
school  it  is  miserable.  This  is  not  a  nice  thing  to 
admit,  but  it's  true.  One  reader  recently  wrote 
me  that  at  her  school  the  ratio  was  400  kids  to 
only  one  computer.  "But,"  she  admitted,  "I  sup- 
pose that's  better  than  no  computers  at  all." 

At  home  the  ratio  is  much  smaller,  of  course. 
Either  it's  nonexistent,  because  the  family  doesn't 
want  or  can't  afford  a  computer,  or  it's  something 
like  two  or  three  kids  per  computer. 

And  when  you  think  about  how  much  expo- 
sure each  child  will  get  to  educational  software  at 
home,  the  situation  looks  even  worse. 

Software  prices  are  beginning  to  drop  rapidly. 
Quality  educational  software  will  soon  be  available 
at  affordable  prices  (from  $5  to  S30  a  package). 
Yet  at  school  the  software  must  run  on  the  same 
computer  that  is  in  demand  by  (perhaps)  hun- 
dreds of  schoolchildren.  This  makes  it  unlikely 
that  a  child  using  a  computer  at  school  will  be 
able  to  sample  and  fully  experience  the  full  range 
of  software  that  his  or  her  school  can  afford. 

At  home,  on  the  other  hand,  a  child's  family 
might  buy  two  or  three  dozen  packages,  and  the 
child  will  have  the  opportunity  to  fully  experience 
all  of  them. 

The  lesson  here  is  that  the  impact  of  computers 
will  be  much  greater  on  kids  learning  at  home. 

A  Riot  Of  Computer  Learning 

In  recent  columns,  I  have  discussed  educational 
computing  in  the  classroom  and  in  the  home.  In 
one  column,  I  wrote  about  the  "riot"  of  learning 
that  will  soon  be  taking  place  in  homes  that  have 
computers.  I  called  it  a  riot  because  computer 
learning  at  home  will  be  spontaneous,  uncon- 
trolled, and,  perhaps,  destructive. 

Parents  have  always  depended  on  teachers 
to  provide  formal  instruction  for  their  children, 
especially  in  basics  such  as  arithmetic,  writing, 
and  reading.  Now  there  are  dozens  of  math  drill 
programs,  typing  tutors,  spelling  instructors,  and 
reading  "games." 

Parents  are  buying  these  programs  and 
turning  the  computer  into  a  vehicle  to  teach  these 
skills  at  home.  But  in  most  cases  the  computer 

140    COMPUTt!    October  1983 


"tutor"  will  not  have  a  parent  looking  over  its 
shoulder.  The  tutor  will  be  teaching  the  child,  but 
its  lessons  won't  be  integrated  into  a  balanced 
curriculum  especially  suited  for  the  child. 

And  this  is  just  the  beginning.  The  computer's 
effect  on  home  learning  w  ill  soon  increase  dramati- 
cally. At  the  end  of  the  next  twelve  months  there 
will  be  software  on  the  market  to  teach  every  con- 
ceivable subject  or  skill  to  kids  of  almost  every 
age.  There  will  be  geography  programs,  programs 
to  teach  chemistry,  astronomy,  art,  dancing, 
songwriting,  juggling,  current  events,  and  world 
religions. 

Parents  will  buy  this  software,  but  kids  will 
be  expected  to  use  it  on  their  own. 

Tlie  Cereai-Box  Strategy 

Schools  and  families  will  buy  millions  of  educa- 
tional programs.  Schools  will  buy  programs  only 
after  they  have  evaluated  the  programs'  pedagog- 
ical soundness  and  relevance  to  teachers'  existing 
curricula. 

How  will  parents  choose  among  the  hundreds 
of  educational  programs  on  the  market?  They  will 
buy  programs  the  way  they  buy  everything  else. 
They  will  choose  a  particular  package  because: 

•  Their  child  responds  to  an  ad  on  the  back  of  a 
box  of  cereal  by  crying,  "I  want  that  program. 
Mommy!"  And  how  can  the  mommy  refuse?  After 
all,  the  program  is  educational.  And  it's  a  lot  better 
than  getting  the  kid  the  laser  blaster  that  was  ad- 
vertised on  the  box  of  cereal  the  family  finished 
last  week. 

•  Software  will  soon  be  on  sale  at  special  software 
stores  and  at  almost  every  sales  oudet  imaginable, 
including  local  convenience  marts,  department 
stores,  bookstores,  drugstores,  beauty  salons, 
hardware  stores,  and  supermarkets.  It  will  be 
sold  alongside  how-to  manuals,  mass-market 
books,  and  other  inexpensive  consumer  items.  It 
will  become  as  cheap  and  as  convenient  to  buy  as 
a  detective  novel,  a  romance  novel,  or  a  carton  of 
milk. 

•  Software  will  soon  be  packaged  as  glossily  as 
cosmetics  and  rock  records.  Ads  on  TV,  on  the 
radio,  and  in  stores  will  make  buying  software  as 
appealing  as  buying  a  new  kind  of  lipstick,  deodor- 
ant, sports  car,  or  diet  soda.  It  will  look  like  an 
offer  that  can't  be  refused. 

•  Buying  software  will  help  people  keep  up  with 
their  neighbors  who  are  also  buying  software  for 
their  kids.  After  all,  a  responsible  parent  can't  sit 
still  and  watch  her  kids  slip  behind.  And  even  the 
President  of  the  United  States  admits  they're  not 
getting  the  education  they  need  at  school.  The 
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an  early  start  on  learning  at  home.  And  the  only 
way  that  can  be  managed  is  with  a  computer - 
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Help  From  Software  Publishers 

Can't  parents  depend  on  educational  publishers 
and  computer  companies  to  advise  them  in 
making  their  purchases? 

Not  likely.  Educational  publishers  and  com- 
puter companies  will  likely  have  little  or  no  interest 
in  coordinating  the  software  that  children  use  at 
home  and  the  software  they  use  in  school.  Nor 
will  they  be  concerned  with  how  their  software 
fits  into  a  child's  development  and  into  his  or  her 
learning  experiences. 

That's  why  the  average  home's  computer 
learning  environment  will  be  riotous.  Most  par- 
ents won' t  have  the  training  or  the  time  to  properly 
select  educational  software.  Nor  will  they  have 
the  skill  to  build  that  software  into  a  comprehen- 
sive "Home  Learning  Program"  for  their  children. 

Schools  have  this  training  and  skill,  but  they 
are  not  currently  part  of  the  home  software  selec- 
tion and  evaluation  process. 

Islands  Of  Learning 

I  see  two  islands  of  learning  that  will  soon  be 
created  by  computers.  One  island  will  be  the 
school,  the  other  the  home. 

In  the  school,  computer  learning  will  be  struc- 
tured, well  organized,  well  thought  out,  properly 
sequenced,  comprehensive,  and  pedagogically 
sound.  Unfortunately,  it  will  also  be  minimal, 
since  each  kid  will  have  an  absurdly  small  amount 
of  time  using  any  particular  package.  The  effect 
of  computer  learning  at  school  will  be  diluted  by 
the  huge  number  of  kids  trj'ing  to  share  a  few 
computers. 

In  the  home,  computer  learning  will  have  a 
great  impact,  because  kids  will  have  the  opportu- 
nity to  spend  a  great  amount  of  time  on  the  com- 
puter and  richly  experience  each  program.  Also, 
there  is  great  potential  for  home  learning  to  be 
exceptionally  creative,  open-ended,  informal, 
self-motivated,  and  self-guided. 

Unfortunately,  this  potential  probably  won't 
be  realized.  Children's  home  computer-learning 
will  be  blunted  by  a  lack  of  any  plan;  by  lack  of 
coordination  with  a  child's  physical,  emotional, 
social,  and  intellectual  development;  by  a  lack  of 
non-computer  learning  activities  that  support  the 
computer  instruction;  by  improper  sequencing  of 
materials  and  concepts;  and  by  the  gaps  in  learning 
caused  by  a  family's  arbitrary  purchase  of  software 
packages. 

Looking  Ahead 

If  present  trends  continue,  and  schools  and  homes 
become  islands  of  computer  learning,  what  will 
be  the  result?  What  will  be  the  effect  of  computer 
learning  on  our  children?  What  kind  of  kids  will 
we  be  turning  loose  in  the  public  schools?  How 
frustrated  will  computer-literate  kids  become 

W2     COMPUH!    October  1983 


when  they  don't  find  the  same  computer  resources 
at  school  that  are  available  at  home?  Will  non- 
mainstream  kids  be  left  behind?  And,  if  so,  how 
will  they  ever  catch  up?  (They  won't  catch  up 
after  they  leave  school.  In  the  future,  the  average 
workplace  -  factory  or  office  -  will  be  even  more 
computerized  than  the  average  home.) 

If  present  trends  continue,  there  is  the  possi- 
bility that  the  effect  of  computer  learning  at  school 
will  be  minimal.  It  is  Ukely  that  the  effect  of  com- 
puter learning  at  home  will  be  profound,  yet  it 
may  also  be  profoundly  destructive.  It  is  also  pos- 
sible that  the  enormous  potential  of  computer 
learning  at  home  and  at  school  might  never  be 
realized. 

Can  we  permit  this?  Are  there  any  alternatives? 

Building  Bridges 

There  are  alternatives.  We  can  link  computing  at 
home  and  computing  at  school.  We  can  build 
bridges  between  these  islands  of  learning.  The 
bridges  will  permit  a  two-way  flow  of  expertise 
and  resources.  The  sharing  of  computers,  soft- 
ware, and  learning  strategies  can  make  it  possible 
to  realize  the  computer's  great  potential  as  a  learn- 
ing tool  for  children  and  their  entire  family. 

Ken  Komoski'splan  for  building  these  bridges 
is  similar  to  my  own.  Ken  (in  his  MlCROgraiii  and 
elsewhere)  stresses  "concrete  programs  and  poli- 
cies." I  emphasize  communication.  Both  elements 
are  important.  What  we  need,  at  minimum,  is: 

1.  Commujuty-widcTraiiihi;^.  Teachers,  par- 
ents, and  children  need  to  attend  common  training 
sessions  to  learn  how  to  use  computers  and  how 
to  evaluate,  select,  and  get  the  most  out  of  educa- 
tional software. 

2.  Community-wide  Access.  Parent-teacher 
organizations  should  set  up  computer  cooperatives 
to  evaluate  computer  software  and  hardware  sold 
by  local  vendors.  Discounts  (Ken's  idea)  should 
be  offered  to  parents  who  buy  the  computers  and 
software  recommended  by  the  cooperative.  Low- 
income  families  in  the  community  should  get 
special  deals:  computers  and  software  should  be 
available  for  families  to  lease,  lease-purchase,  buy 
at  a  discount,  or  check  out  from  a  co-op  library. 

3.  Communication.  The  co-op  should  hold 
regular  public  meetings  and  publish  a  monthly 
newsletter  to  make  all  the  parents  in  the  commu- 
nity aware  of  the  diverse  aspects  of  educational 
computing,  including: 

•  Past,  present,  and  planned  applications  of 
computers  in  the  school  (by  teacher,  subject, 
and  grade). 

•  Educational  applications  of  computers  in 
local  homes  (by  manufacturer,  name  of  soft- 
ware, subject,  age  of  children). 

•  Recommendation  of  the  best  new  educa- 


tional  software  and  hardware;  results  of 
evaluations  and  tests  performed  at  local 
schools  and  by  local  parents. 
•  Opportunities  for  Action:  Community  Com- 
puter Faires,  Computer  Flea  Markets  and 
Yard  Sales,  Parents'  Brag  Nights,  involvement 
in  software  and  hardware  evaluation  com- 
mittees, donation  of  used  hardware  and  soft- 
ware to  the  co-op  library,  etc. 

4.  Sharing.  The  co-op  needs  to  set  up  libraries 

of  hardware  and  software. 

Families  will  be  buying  much  more  hardware 
and  software  than  schools.  And  they  will  be  going 
through  it  much  faster.  The  co-op  should  get  families 
to  donate,  loan,  or  sell  (at  a  discount)  the  old  soft- 
ware and  hardware  that  their  kids  have  outgrown. 
This  strategy  will  create  an  enormous  reservoir  of 
materials  that  can  be  used  in  the  classroom  and 
by  families  who  otherwise  would  have  no  access 
to  them. 

In  addition,  this  strategy  will  create  a  Supply 
Depot  of  computer  parts,  including  disk  drives, 
cables,  monitors,  computer  circuit  cards,  wires, 
plugs,  and  connectors.  Since  computer  models 
change  so  rapidly,  this  Depot  could  become  an 


invaluable  resource  for  the  schools  and  the  com- 
munity at  large .  Having  backup  computer  supplies 
will  make  it  possible  to  keep  computers  up  and 
running  for  longer  periods  of  time.  It  will  make  it 
possible  to  put  more  students  on  the  computers 
and  allow  the  students  to  use  a  wider  variety  of 
software  packages. 

What  Do  You  Think? 

I  am  convinced  that  the  most  important  area  in 
educational  computing  will  be  what  is  done  to 
link  educational  computing  in  the  classroom  and 
in  the  home. 

What  do  i/ou  think? 

I  would  like  to  hear  your  ideas  about  this 
subject.  Is  it  important?  Will  it  become  more  im- 
portant in  the  future?  What  are  some  of  the  dan- 
gers if  nothing  is  done?  What  are  some  of  the 
strategies  we  can  adopt  to  link  computing  in  the 
classroom  and  the  home?  What  issues  haven't  I 
covered? 

Write  to  me  directly: 

Fred  D'Ignazio 

2U7  Carter  Road,  SW 

Roanoke,  VA  24015  © 


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©  Copyright  1983  by  Mjrit  R,  Rubin  &  OMNI  Unlimited.  Cammodore  64  is  a  refjistwed 
tradeitijrk  of  Ccmimodonr  Hectronics.  Ltd. 


M^i        I^H^B 


Octotier1983    COMPUTE!    143 


Merging  BASIC  Programs 
From  Commodore  Disk 


Jim  Butterfield,  Associate  Editor 


It's  often  very  useful  to  be  able  to  merge  tzoo  programs. 
Here,  jun  Butterfield  steps  through  a  disk  merger  program 
tlmt  is  helpfid  also  in  understanding  hoiv  programs  are 
formatted  and  stored  on  disk.  For  all  Commodore 
machines. 


Programs  can  be  merged  using  a  curious  technique 
with  cassette  tape  -  see  "BASIC  Program  Merges: 
PET  And  VIC,"  COMPUTE!,  June  1982,  page  158.  We 
can  also  do  a  disk  merge  in  a  much  more  straight- 
forward manner. 

Disk  Advantages 

With  disk,  we  can  have  several  files  going  at  the 
same  time.  Thus,  we  can  read  two  separate  pro- 
grams and  write  out  the  new  combination  program 
as  a  single  activity. 

With  a  disk  unit,  we  can  read  in  programs  as  if 
they  were  sequential  files.  This  means  that  we  can 
manipulate  a  program  as  if  it  were  data;  for  that 
matter,  we  can  write  a  data  file  which  may  be  later 
used  as  a  program.  This  opens  the  door  to  sophisti- 
cated activities,  such  as  programs  that  analyze  other 
programs,  or  programs  that  write  programs. 

The  Merge  Program 

To  show  how  it's  done,  and  to  provide  a  useful 
capability,  we'll  walk  through  some  simple  pro- 
gramming which  will  merge  two  programs.  This 
MERGER  program  will  work  on  all  Commodore 
disk-based  systems:  VIG-20,  Commodore  64,  and 
PET/CBM.  It's  written  in  BASIC  to  enable  you  to 
see  how  everything  works. 

As  we  walk  through  the  program  lines,  we'll 
point  out  special  considerafions  that  we  need  to 
take  into  account  when  reading  and  writing  pro- 
gram files  (as  opposed  to  data  files). 

First,  we  identify  the  program: 

144    COMPUni    October  1983 


100  PRINT  "PROGRAM  MERGER" 

Each  of  the  two  input  files  will  have  individual 
working  values.  For  example,  C$  is  the  line  of  code 
we  are  working  on;  N  is  the  line  number.  Let's  make 
room: 

110    DIM  A$(2),B$(2),C${2),N(2) 

Let's  open  the  error  channel  so  we  can  spot 
problems: 

120   OPEN   15,8,15 

Now  we'll  ask  for  the  name  of  the  first  program 
to  be  merged.  We'll  OPEN  the  file  as  a  program 
(note  the  ,P  for  Program),  then  we'll  check  for  prob- 
lems and  quit  if  we  see  trouble: 

130  INPUT  "PROGRAM  1";X$ 

140  OPEN  l,a,2,X$+",P,R" 

150  INPUT#15,E,E$,E1,E2 

160  IF  E  THEN  PRINT  E$:  CLOSE  15:  END 

One  extra  thing  to  do  here.  The  first  two  bytes  of  a 
program  file  contain  the  program's  start  address. 
We  will  assume  that  we  won't  need  this  information, 
since  VIC  and  64  programs  will  relocate  automat- 
ically, and  PET/CBM  programs  must  start  at  ad- 
dress 1025.  Finally,  we'll  grab  the  first  line  of  the 
program  by  calling  subroutine  420  (more  on  this 
when  we  reach  it). 

170    GET#1,A$,A$;    J=l :    GOSUB    420 

We're  ready  to  repeat  the  sequence  for  program 
two.  In  this  case,  we'll  allow  the  user  to  reply  "N" 
in  order  to  specify  that  no  program  two  exists.  In 
such  a  case,  we'll  merge  program  one  with  nothing, 
and  just  copy  program  one.  But  there's  a  bonus 
which  we'll  discuss  later. 

180  INPUT  "PROGRAM  2  (OR  'N')";X$ 
190  IF  X§="N"  THEN  N(2)=1E9:  GOTO240 


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200  OPEN  2,8,3,X?+",P,R" 

210  INPUT#15,E,E$,E1,E2 

220  IF  E  THEN  PRINT  E$ :  CLOSE  15:  END 

230  GET#2,A$,A$:  J=2 :  GOSUB  420 

Now  we'll  ask  for  the  name  of  the  new,  merged 
file  that  we  are  about  to  create.  We  OPEN  with  ".. 
,P,W";  in  other  words,  program  file  in  write  mode. 

240  INPUT  "NEW  FILE";X$ 

250  OPEN  8,8,8, "0;"+X$+",P,W" 

260  INPUT#15,E,E?,E1,E2 

270  IF  E  THEN  PRINT  E$ :  CLOSE  15:  END 

You  may  recall  that  we  threw  away  the  start 
addresses  from  our  program  input  files.  Before  we 
start  to  write  our  output  file,  we  must  insert  a  start 
address  so  that  the  format  is  correct.  VIC  and  64 
won't  care,  but  PET/CBM  needs  an  address  of  1025, 
so  that's  what  we'll  supply  in  two  bytes: 

280  PRINT#8,CHR$(1);CHR5(4); 
290  REM  COMPARE  LINES  HERE 

The  above  REMarks  line  says  it  all.  We  have  a  line 
from  each  program.  The  line  numbers  are  held  in 
N(l)  and  N(2).  We  wish  to  take  the  lowest  line 
number;  if  they  are  the  same,  we'll  take  from  file 
two: 

300   x=2 

310    IF   N(1)<N(2)    THEN   X=l 

When  we  reach  the  end  of  a  file,  we  make  the 
line  number  impossibly  large.  If  both  line  numbers 
are  way  up  there,  we  are  finished  and  can  wrap  up 
our  output  file: 

320    N=N{X):IF    N>1E8    GOTO    380 

Now  we're  ready  to  print  the  BASIC  line  from  file  X 
(X  is  1  or  2).  We'll  need  to  know  the  format  in  more 
detail.  The  first  two  bytes  of  each  line  are  called  a 
"forward  link."  We  don't  need  to  work  them  out 
precisely:  provided  they  are  not  zero  bytes,  they 
will  be  rebuilt  when  the  program  is  loaded  into  the 
computer.  So  we  can  print  a  couple  of  CHR$(l)'s. 

The  next  two  bytes  are  the  line  number,  in 
binary.  We  happen  to  have  this  information  in 
bytes  A$(X)  and  B$(X)  -  we  obtained  this  in  the 
subroutine  at  420  -  and  we  can  just  print  them. 

The  line  of  BASIC  follows.  That's  in  C$(X); 
and  the  line  must  be  followed  by  a  binary  zero,  or 
CHR$(0),  to  terminate  it  properly.  So  the  whole 
line  goes: 

3  30    PRINT#8 , CHR5 ( 1 ) ; CHR$ ( 1 ) ; A$ (X ) ; B$ (X) ; C 
$(X);CHR${0); 

Now  we  want  to  replace  the  line  we've  just 
used.  We  could  read  from  file  X  with  a  call  to  420 
-  but  wait  a  moment.  If  both  line  numbers  are  the 
same,  we  want  to  replace  them  both.  That's  what 
a  merge  is  about:  one  line  overwriting  another 
when  the  numbers  match. 

340    FOR  J=l    TO    2 
146    COMPUTE!     October  1983 


350  IF  N(J)=N  THEN  GOSUB  420 
360  NEXT  J 

We've  handled  the  line  in  question.  Let's  go  back 
and  do  some  more. 

370    GOTO    300 

If  we've  reached  the  end  -  no  more  input 
lines  -  we  terminate  the  output  file  with  two  zero 
bytes  (a  "null"  forward  hnk)  and  close  down. 

380  PRINT#8,CHR$(0)?CHR$(0); 

390  CLOSE  1:  CLOSE  2:  CLOSE  8:  CLOSE  15 

400  END 

410  REM  READ  LINE  OF  BASIC 

Here  comes  our  subroutine  to  read  from  file 
number  J  (J  may  be  1  or  2).  First,  we  grab  the  first 
two  bytes  (the  "forward  link").  We  don't  need 
these,  except  for  one  thing:  if  thev  are  both  zero 
bytes,  we  are  at  the  end  of  the  BASIC  program. 

Zero  bytes  arrive  in  an  odd  way.  You'd  think 
that  the  GET  statement  would  receive  the  equiva- 
lent of  CHRS(O),  a  single  character  containing 
zero  bits.  Nope.  Due  to  an  eccentricity  of  BASIC, 
they  arrive  as  a  "null  string";  no  bytes  at  all.  So 
that's  what  we  must  test  for: 

420    GET#J,A'5,B$ 

430    IF   A$=""    AND   B$=""    GOTO    540 

Now  we  go  for  the  line  number,  which  we 
read  into  A${J)  and  BS(]).  If  they  happen  to  be 
null  strings,  we  correct  them  to  CHR$(0).  Once 
we've  done  that,  we  can  calculate  the  value  of  the 
line  number  and  put  it  into  N(J): 

440  GET#J,A$(J),B?(J) 

450  IF  A${J)=""  THEN  A$ ( J )=CHR$ ( 0 ) 

460  IF  B5(J)=""  THEN  B? ( J )=CHR$ ( 0 ) 

470  N(J)=  ASC(A$(J))+  ASC(B$(J))*256 

We've  arrived  at  the  BASIC  line  text  itself. 
Let's  gather  it  into  a  string  called  CS(J).  As  we 
collect  the  bytes,  we  must  watch  for  the  zero  byte 
(or  null  string,  to  us)  that  flags  end-of-line: 

480    C?(J)="" 

490    GET#J,A$ 

500    IF   A$=""    GOTO    550 

510    C$(J)=C$(J)+A$ 

520    IF    ST=0    AND    LEN(C$ ( J ) ) <254    GOTO    490 

The  above  line  checks  for  anomalies.  If  ST  is  not 
zero,  we've  reached  the  end  of  file,  or  we're  having 
trouble  with  the  disk  interface.  Either  way,  we 
want  to  warn  the  user  or  quit.  And  if  CS(J)  is 
getting  too  long,  we  must  be  into  something  that 
isn't  really  a  BASIC  program,  in  either  case,  we'll 
drop  into  a  warning  statement: 

530    PRINT    "PROBLEM    FILE    ";J 

If  we  see  the  "forward  link"  of  two  zeros  that 
flags  end-of-BASIC,  we  set  the  line  number  to  a 
ridiculously  high  value: 

540    N(J)=1E9 


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And  in  any  case,  we  return  to  the  calling  point: 
550    RETURN 

A  Caution 

When  you  type  in  this  program,  be  sure  that  lines 
330  and  380  end  with  a  semicolon.  If  you  miss 
this,  you  won't  get  a  program;  you'll  get  a  mess. 
Beginning  programmers  may  not  have  seen 
statements  such  as  GET#J,. . .,  where  a  variable 
selects  which  file  will  be  used.  A  little  thought 
will  reveal  how  it  works  and  will  possibly  open 
up  new  trains  of  thought  on  the  effective  use  of 
BASIC. 

Free  Bonus 

Programs  produced  by  MERGER  will  load  into 
any  Commodore  machine.  As  mentioned  before, 
VIC-20  and  Commodore  64  (and  the  new  B  series) 
will  automatically  relocate  programs  to  the  proper 
address.  For  the  PET  and  CBM,  we  have  supplied 
the  start  address  needed  by  these  somewhat  less 
flexible  loaders. 

This  means  that  a  simple  run  of  MERGER 
with  one  input  program  file  (replying  "N"  to  the 
second  file  name)  will  convert  a  program  into 
PET-Ioadable  form. 

This  is  not  a  wholesale  conversion  program, 
of  course.  A  program  may  be  loadable  to  another 
machine,  but  still  won't  run  because  the  POKEs 
and  PEEKs  are  incompatible. 

Using  MERGER 

You  might  like  to  keep  your  favorite  subroutines 
as  small  programs  on  disk,  and  merge  them  into 
other  programs  as  needed.  Be  sure  to  keep  your 
line  numbers  within  compatible  ranges  so  that 
the  new  program  lines  don't  overwrite  needed 
parts  of  a  program. 

Many  calculation  programs  run  using  DATA 
statements.  If  these  statements  are  saved  as  a 
program  file,  they  can  be  merged  into  the  calcula- 
tion programs  as  needed,  saving  a  great  deal  of 
retyping. 

Perhaps  most  important  of  all:  a  careful  reading 
of  this  program  will  reveal  a  good  deal  about  how 
programs  are  formatted  and  stored  on  disk. 
Copyright  ©  W83     }im  Butlerfield  © 


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devices  such  as  disks  or  printers  with  Spooling  Capablllt/. 

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Copyrights  and  Trademarks 

CS4  is  a  copyright  of  Commodore  Business  tvlachlnes, 
Inc.  C64-LINt<  is  a  copyright  ot  Richvale  Tele- 
communications. CPIM  is  a  registered  trademarl<  of 
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Templeton. 


REVIEWS 


Jumpman 


James  Trunzo 


Creating  a  good  first  impression 
isn't  the  easiest  thing  in  the 
world,  especially  if  the  audience 
is  made  up  of  experts.  An  even 
more  difficult  task  is  to  sustain 
or  improve  upon  that  good  im- 
pression over  a  period  of  time. 
]iinipmau  succeeds  in  both  cases. 

In  the  face  of  cynical  com- 
ments like  "It's  probably  just 
like  the  rest  of  the  climbing-motif 
games,"  jiniipman  easily  con- 
quers that  skepticism  and  estab- 
lishes itself  as  a  software  classic. 
No  true  arcade-game  fan  who 
takes  joystick  in  hand  and  begins 
to  manipulate  junipiimii  around 
the  screen  will  be  able  to  walk 
away  without  adding  this  prod- 
uct to  his  Atari,  Commodore  64, 
or  Apple  collection. 

It's  tempting  to  compare 
jumpman  to  the  much  more 
widely  ballyhooed  Miner  2049er. 
The  comparison  would  be  unfair. 
Jumpman  is  much,  much  more. 
The  basic  premise  is  simple:  you 
are  the  Jumpman,  a  superhero 
whose  great  leaping  ability  is 
needed  to  thwart  the  dastardly 
efforts  of  the  Alienators,  The 
Alienators  have  infiltrated  the  30 
levels  of  Jupiter  headquarters 
and  booby-trapped  every  floor 
with  bombs.  Utilizing  your 
jumping  abilities,  you  must  de- 
fuse all  the  bombs  on  each  level 
and  save  command  headquar- 
ters. It  all  sounds  rather  simple 
and  clear-cut.  Not  so. 

30  Levels,  5  Variations 

As  hinted,  Jumpman  comes  with 
30  game  levels,  each  one  unique. 
The  30  levels  are  divided  into 

150    COMPUTE!    October  1963 


three  difficulty  levels  with  five 
game  variations  in  all.  The  three 
difficulty  levels  consist  of  a  be- 
ginner's level,  made  up  of  eight 
"easy"  floors;  an  intermediate 
level,  consisting  of  ten  moder- 
ately difficult  floors;  and  the 
advanced  level,  containing 
twelve  very  complex  floors.  The 
other  two  game  variations  are 
Grand  Loop,  which  lets  you 
play  all  30  levels  consecutively, 
and  Randomizer,  which  allows 
you  to  play  a  random  selection 
of  all  levels. 

It  is  this  variation  that  makes 
jumpman  the  excellent  game  that 
it  is.  Each  level  presents  a  differ- 
ent type  of  problem.  Some  are 
out-and-out  hand-eye  coordina- 
tion tests,  requiring  excellent 
reflexes  and  quick  thinking. 
Others,  however,  demand  that 
the  player  call  upon  cleverness 
and  imagination  in  addition  to 
joystick  gamemanship.  For  ex- 
ample. Hot  Foot,  one  of  the  ten 
levels  in  the  intermediate  game, 
is  impossible  to  complete  unless 
you  discover  the  correct  se- 
quence to  defuse  the  bombs. 

In  the  Atari  version,  re- 
viewed here,  the  game  begins 
with  a  full-blown  title  page,  com- 
plete with  delightful  animation, 
excellent  music,  a  game  demo 
and,  if  you  have  played  before,  a 
review  of  previous  high  scores. 
Pressing  SELECT  starts  your 
game. 

You  are  first  asked  to  select 
a  game  variation  and  difficulty 
level  by  using  the  OPTION  key. 
Next,  after  pressing  START,  you 
indicate  how  many  players,  from 


one  to  four.  Once  the  pre- 
liminaries are  out  of  the  way, 
the  contest  begins. 

The  first  level  scrolls  down 
from  the  top,  accompanied  by 
the  title  of  that  particular  screen. 
The  title  is  then  replaced  by  a 
variety  of  information:  the 
number  of  the  current  player, 
the  difficulty  level,  the  number 
of  remaining  jumpmen  (shown 
by  small  renditions  of  Jumpman 
lined  up  eager  to  get  into  action), 
the  player's  current  score,  and 
the  player's  remaining  bonus 
points. 

Once  the  screen  has  settled 
into  place  and  the  necessary 
information  is  displayed,  one  of 
the  seven  Jumpmen  allotted  at 
the  beginning  of  each  game  ap- 
pears somewhere  on  the  screen. 
What  else  appears  depends  on 
the  level  being  played.  It  always 
is  an  arrangement  of  girders,  but 
it  might  be  accompanied  by  up- 
ropes,  ladders  (stationary  or 
moving),  and/or  floating 
elevators.  The  riumber  of  combi- 
nations is  amazing,  and  the  con- 
figuration of  the  girders  is  always 
unique. 

Off  And  Jumping 

During  play,  Jumpman  scurries 
about  the  structures  on  the 
screen  with  astonishing  anima- 
tion as  he  attempts  to  overcome 
obvious  obstacles  and  copes 
with  other  hazards  such  as 
speeding  bullets  which  come  out 
of  nowhere,  floating  blocks  that 
home  in  and  fire  at  him  like  a 
cannonshot,  and  swooping  bats. 

Jumpman  is  moved  by 
pushing  the  joystick  in  the  direc- 
tion you  wish  him  to  travel.  Make 
him  jump  by  pressing  the  fire 
button  and  pushing  the  joystick 


THERE^  A  COMPUTER  BORN  EVERT  MINUTE... 

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For  $89>95  with  the  CS-1532  you  can  house  your  computer, 
peripherals,  and  accessories  without  spending  a  fortune. 


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need  for  your  computer,  monitor,  printer,  peripherals,  software,  etc,  at  a  price 
that's  hard  to  IjeUeve:  S299.3S. 


The  CS-1632  computer  storage 
cabinets  compact  yet  functional 
design  Dts  almost  anywhere 
while  housing  your  computer 
monitor,  joysticks,  software, 
books  and  peripherals  all  for 
only  $89.95, 

The  slide  oat  shelf  puts  the 
computer  at  the  right  heigh!  and 
position  for  easy  comfortable 
operation. 

The  fold  up  locking  door  keeps 
unwanted  fingers  ofTthe  key 
board  when  not  in  use. 
To  store  joysticks  just  turn  them 
upside  down  and  slide  them  into 
the  inverted  storage  rack. 
Twist  tabs  on  the  back  of  center 
panel  allow  for  neat  concealed 
grouping  of  wires,  while  power 
packs  rest  hidden  behind  center 
panel  on  shelf. 
The  slide  out  software  tray 
has  room  for  14  cartridges  or 
cassettes  and  up  to  30  diskettes. 
Most  brands  of  software  will  fit 
between  the  adjustable  parti- 
tions with  a  convenient  hook  for 
the  spare  key  at  rear. 
Stand  fits  Atari  400  &  800, 
Commodore  64  &  VIC  20. 
Ti99/4AandTRS-80. 
Cabinet  dimensions  overall  36" 
high  X  33-7/8"  wide  x  16"  deep. 


To  order  CS- 1632  send  $89.95  to:      To  order  CS-2748  send  $299.95  to: 


HVTHj 


P.O.  Box  446 

West  Lynii,  OR  97068 

For  Fast  Phone  Orders  Call  ToU  Free  1-800-547-3100 
Inside  Oregon  CaU  (503)  63S-6667 


Name 

Address  _ 

City 
Quantity, 


.State  . 


.CS-1632 


Quantity- 


_Zip  . 


.  CS-2748 


□  Golden  Oak  Finish  Q  Natural  walnut  finish 
r~|  My  personal  check,  cashiers  check  or  money  order  is  enclosed. 
□  Bill  my  VISA  # Exp.  Date 


□  Bill  my  MasterCard  # 

□  Please  include  freight  charge  on  my  VISA  or  MasterCard. 

Card  Holders  Signature  


_Exp.  Date 


HVTEC 


Immediate  shipment  if  in  slock.  Ifnot.alkiw  3-4  weeks  for  delivery.  Ifpersonaldieck  is  seni  allow  additional 
2  weeks.  CS  1632  ships  UPS  freight  collect  fiom  Oregon.  CS.274a  ships  by  tiuck  fm^t  coBecl  ftoin  Oregon, 
Pnccs  subject  to  change.  Shipment  subject  to  avaiiability. 

Both  the  CS- 1632  atvii  CS-274S  ship  unassonbled  in  two  cartons,  Assemblv  nrqu:res  on]y  a  screwdriver. 

hammei,  and  a  few  minutes  orvour  time. 

Choree  in  simulated  woodgrain  of  wann  golden  oak  or  rich  natural  walnut  finish. 


The  two  slide-out  shelves  put 
the  keyboard  at  the  proper  oper- 
ating height  while  allowing  easy 
access  to  the  disk  drives. 
The  bronze  tempered  glass  door 
protecting  the  keyboard  and 
disk  drives  simply  lifts  up  and 
slides  back  out  of  the  way  during 
use. 

Twist  tabs  on  the  back  of  the 
center  panel  aUow  for  neat  con- 
cealed grouping  of  wires  while 
a  convenient  storage  shelf  for 
books  or  other  items  lies  below. 
The  printer  sits  behind  a  fold 
down  door  that  provides  a  work 
surface  for  papers  or  books 
while  using  the  keyboard.  The 
lift  up  top  allows  easy  access 
to  the  top  and  rear  of  the  printer. 
A  slot  in  the  printer  shelf  allows 
for  center  as  well  as  rear 
feed  printers. 
Behind  the  lower  door  are 
a  top  shelf  for  paper,  feeding  the 
printer,  and  a  bottom  shelf  to 
receive  printer  copy  as  well 
as  additional  storage. 
Stand  fits  same  computers 
as  the  CS- 1632  as  well  as  the 
Apple  I  and  II,  IBM-PC.  Franklin 
and  many  others. 
The  cabinet  dimensions  overall: 
39-1/2"  high  X  49"  wide 
X  27"  deep. 

Keyboard  shelf  20"  deep  x  26" 
wide.  Disk  drive  shelf  15-34" 
deep  X  26"  wide.  Top  shelf  for 
monitor  17"  deep  x  27"  wide. 
Printer  shelf  22"  deep  x  19"  wide. 


in  the  direction  you  want  him  to 
jump.  Be  forewarned:  keep  the 
joystick  pushed  in  the  given 
direction  until  the  jump  is  com- 
pleted. Otherwise,  you  may 
very  well  see  Jumpman  clinging 
desperately  to  the  lip  of  a  girder, 
legs  kicking  and  arms  flailing, 
only  to  fall  to  his  demise. 

Scores  are  achieved  in  a 
number  of  ways:  by  defusing 
bombs,  killing  creatures,  discov- 
ering and  defusing  hidden 
bombs  in  the  puzzle  levels,  and 
by  completing  levels.  Also, 
points  are  awarded  for  any 
Jumpmen  remaining  at  the  end 
of  the  game.  Also,  bonus  scoring 
can  really  add  to  your  score. 
Each  screen  begins  with  a  bonus 
score  total  of  1500.  Every  few 
seconds,  100  points  are  de- 
ducted. Any  bonus  points  re- 
maining at  the  completion  of  a 
screen  are  added  to  the  total 
points  score.  Obviously,  the 
quicker  Jumpman  defuses  all  the 
bombs  on  a  given  level,  the  more 
bonus  points  will  be  added  to 
the  grand  total. 

Jumpman  comes  with  the 
several  additional  options.  First, 
you  have  the  option  to  change 
Jumpman's  speed.  Simply  press 
the  appropriate  number  on  the 
keyboard,  from  1  to  8,  anytime 
during  play.  A  medium  speed  is 
selected  by  default  if  you  make 
no  selection.  Changing  the  speed 
of  Jumpman  changes  your  strat- 
egy. Jumpman  is  a  little  more 
difficult  to  control  at  high 
speeds. 

High  Scores  Recorded 

A  vanity  board  allows  players  to 
record  high  scores.  A  High  Score 
screen  appears  at  the  end  of  any 
game  in  which  a  player  qualifies. 
He  or  she  may  enter  via  joystick 
up  to  three  initials  next  to  the 
score  achieved.  All  information 
is  then  automatically  saved  to 
disk.  In  addition,  a  letter  will 
appear  to  the  right  of  the  score 
indicating  at  what  level  the  score 
was  achieved.  For  example,  a 
letter  B  will  appear  by  the  score 
if  it  was  accomplished  while 

152    COMPUni    October  1983 


playing  at  the  beginner's  level. 
High  scores  can  also  be  cleared, 
assuming  no  write-protect  tab 
was  placed  on  the  disk,  by  simply 
pressing  the  CLEAR  key  while 
the  game  is  initially  loading  into 
memory. 

All  in  all,  Jimtpman  is  a  fine 
game.  There  are  excellent  hi-res 
graphics,  intricate  animation 
(wait  until  you  see  Jumpman 
scurry  up  or  down  a  rope),  and 
enjoyable  but  unobtrusive  circus- 
like music  that  plays  at  the  end 
of  each  level.  These  and  other 
nice  touches  reveal  the  degree  of 
attention  the  writers  paid  to 
small  details  and  put  Jumpman 
head  and  shoulders  above  most 
other  games,  climbing  games  in 
particular. 

Epyx,  better  known  for  its 
adventure  games  (especially  the 
Dungeonquest  series),  has 
created  what  should  become  an 
arcade  classic, 
lumpman 
Epyx 

Automatic  Simulations,  Inc. 
Simnyvak,  CA  94086 
Retail  price:  $39.95  © 


Synthy  64 

Richard  Mansfield,  Senior  Editor 

Music  can  be  a  complicated  af- 
fair -  you've  got  pitch,  rhythm, 
tone,  and  duration/loudness 
factors  to  cope  with  for  each 
musical  moment.  When  you're 
digitalizing  music  (playing  it  from 
a  computer),  you've  added  to 
the  complexity  because  you've 
got  to  program  lots  of  numbers. 
The  64  has  many  built-in  facilities 
for  programming  expressive, 
subtle  music,  but  there's  a  price: 
the  programmer  must  specify  a 
good  deal  about  each  note. 

Synthy  64  is  an  excellent 
solution  to  this  dilemma.  It  al- 
lows you  full  access  to  the  64's 
extraordinary  sound  capabilities, 
but  it  greatly  simplifies  the  pro- 
gramming for  you.  You  can  avoid 


Sirius  Is 
GIVING  AWAY 

Over 

$35,000.00 

In 
VIDEOGAMES!!! 


You  Can  Win  A  Sirius  Game 
OF  YOUR  CHOICE! 

Correctly  answer  the  questions 

belovv  to  qualify  for  the 

FREE  GAME  DRAWING. 

Enter  all  of  the 

Grud  Quizzes  and  qualify  for 

all  20  drawings ! 


GRUD  QUIZ  #7: 
GRUDS  IN  SPACE 

1.  Where  was  the  gun? 

2.  What  do  you  give  the  Butler? 

3.  What  are  the  three  objects  Lord 
Deebo  gives  you? 

4.  What  are  the  Navigational  and 
Teleport  coordinates  to  Earth? 


TO  ENTER: 


Jusi  send  a  postcard  or  3  x  5  piece  of 
paper  to  Sirius  containing  the  following 
mformation: 

1.  Your  name  and  address 

2.  The  Grud  Quiz  number  and  your  four 
answers 

RULES: 

1.  All  entries  must  be  handwritten  and 
individually  mailed. 

2.  All  entries  must  be  postmarked  by 
midnight,  February  29.  1934. 

3.  Only  one  prize  per  person  per  quiz  is 
permitted. 

1.000  WINNERS! 

If  ALL  of  your  answ;ers  are  correct  you 
will  qualify  for  that  Grud  Quiz  drawing. 
50  winners  per  quiz  wEl  be  randomly 
chosen  and  notified  by  mail  on  or  before 
March  31,  1984.  Each  winner  will 
receive  a  complete  Sirius  catalogue 
listing  from  which  they  can  select  the 
game  or  games  of  their  choice. 

LOOK  FOR  MOEtE  GRUD  QUIZZES  in 
the  Oct..  Nov..  and  Dec.  issues  of  your 
favorite  computer  magazines  or  at 
participating  software  retailers. 

ALL  CONTESTANTS  WILL  RECEIVE  A 

FREE  FULL  COLOR  SIRIUS  COMIC 

CATALOGUE 


<>irius 


Sirius  Software,  Inc. 
10364  Rockingham  Drive 
Sacramento.  CA  95B27 

IVOtD  WKERE  PRCUIBITED  BY  LAW) 


Sirius 


For  more  information  contact 
your  local  Sirius  dealer  or 
contact  Sirius  directly  at  10364 
Rockingham  Drive,  Sacramento 
CA  95827  (916)  366-1195. 


Game  design  by  Ch  jck  Sommefvifle  and  Joe 
Oudar  Pacltagc.  program  and  audio  visual  <^ 
19B3  Sitius  All  Tight  reserved 

Sirijs  and  Grwd*  In  Space  are  irademafks  of 
SiNus  SollwaiC!.  line  Atari  800  and  1200  are 
iradem^arks  of  Aiari.  fnc  Commodore  6*1  is  a 
tr^demarit  ol  CommoaoFe  Business  Machines. 
Ire  Apple  11,11-  and  We  are  UademarH.s  ot  Appli 
Computet,  Jnc  IBM-PC  is  a  Kademark  of 
ilniemaTianal  Busm&ss  Machines.  Inc. 


Atari  800  &  1200  Disk 
IBM-PC  Disk 
Apple  II,  11+  &lle 
Commodore  64  Disk 


massive  amounts  of  mysterious 
POKES  or  DATA  statements, 
just  as  BASIC  makes  pro- 
gramming easier  because  you. 
work  with  English  words,  Synthy 
64  makes  music  programming 
much  more  understandable. 
You  work  with  the  notes  as  they 
would  apply  to  a  piano,  rather 
than  with  frequency  numbers. 
You  indicate  a  C  in  the  third 
octave  as  C3,  not  as  1097. 

This  example,  however, 
only  touches  on  the  efficiency 
with  which  you  can  enter  com- 
plex music  via  Synthy  64.  Because 
it  is  a  language,  like  BASIC,  you 
can  make  Synthy  64  perform 
complicated  tasks  with  relative 
ease.  In  fact,  you  program  it 
very  much  the  way  you  program 
BASIC:  fine  numbers,  LIST, 
RUN,  SAVE,  INPUT,  error  mes- 
sages, and  other  BASIC-like  com- 
mands all  work  the  way  you're 
familiar  with.  And  all  the  music- 
specific  commands  are  straight- 
forward and  easy  to  use.  Voices, 
portamento,  filtering,  tempo, 
and  envelope  are  simple  to  pro- 
gram, and  even  conveniences 
such  as  REPEAT  a  phrase  and 
synchronizing  are  provided  for 
in  the  Synthy  64  language. 

To  give  you  an  idea,  here's 
one  of  the  early  examples  from 
the  software's  documentation: 

1    RUN 

10  T120 

20  C5/4  D  E  F  G  A6  B  C 

30  END 

This  will  play  a  scale  from 
the  fifth  octave  C  (C5)  using  quar- 
ter notes  (/4).  The  octaves  start 
with  A,  so  you  must  put  the  /6 
in,  but  only  when  changing  to  a 
new  octave.  Line  10  tells  the 
computer  how  many  quarter 
notes  to  play  per  minute.  If 
you  don't  set  a  tempo,  the  default 
is  100. 

All  of  Synthy  64  is  similarly 
well  thought  out  and  easy  to 
learn  and  use.  Even  esoterica 
such  as  ring  modulation  and 
special  bandwidth  filtering  be- 
come both  comprehensible  and 
usable.  A  41 -page  booklet  and 

15J     COMPUn!    October  19B3 


three  sample  compositions 
round  out  the  package.  If  you've 
been  frustrated  because  you 
know  your  64  has  a  lot  of  music 
inside  it,  but  you've  been  unable 
to  get  at  it  -  this  might  well  be 


the  tool  you've  been  waiting  for. 

Synthy  64 

Abacus  Software 

P.O.  Box  7211 

Grand  Rapids,  MI  49510 

$35  (tape),  $38  (disk)  © 


VICFORTH  From 

Human  Engineered  Software 


Peter  Busby 

VICFORTH  is  an  excellent 
cassette-based  implementation 
of  the  Forth  language  for  the 
Commodore  VIC-20.  Included  in 
the  sturdy  8K  cartridge  are  such 
features  as  standard  16-Iine,  64- 
character-wide  editing  screens, 
many  new  Forth  words  (com- 
mands) that  take  advantage  of 
the  VIC-20  capabilities,  ingeni- 
ous automatic  compensation  for 
memory  expansion  and,  best  of 
all,  the  power  to  redefine  funda- 
mental Forth  words. 

A  minor  objection  to  VIC- 


FORTH -  it  cannot  directly  access 
the  3K  memory  expansion  mod- 
ule. (Neither  can  BASIC  when 
simultaneously  expanded  up- 
ward.) But  without  resorting  to 
machine  language.  Forth  can 
easily  be  persuaded  to  use  the 
lower  3K  RAM  module  for  tables 
or  even,  with  care,  for  dictionary 
space.  This  language  is  so  flexible 
that  it  often  presents  several 
solutions  to  a  problem. 

Special  Commands 

On  power-up  or  reset,  VIC- 


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designed  for  the  VIC  20». 

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•  ROM  mode  switches  ior 
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residents  add  6%  sales  tax.  COD 
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VIC  20  is  a  registered  trademark  of  Commodore  Business  Machines,  INC. 


FORTH  signs  on  with  a  cyan 
display  and  green  border,  indi- 
cating the  normal  operating  en- 
vironment in  which  programs 
are  run,  words  executed  and 
perhaps  defined,  and  peripher- 
als interfaced.  Five  special  words 
control  the  tape  cassette:  WRITE/ 
WRITES  saves  screens  to  tape, 
READ/READS  loads  screens 
from  tape  and  LOADS  loads  and 
compiles  screen  1  from  consecu- 
tive blocks  on  tape,  maximizing 
RAM  usage  with  the  cassette  as 
virtual  memory. 

Entering  1  EDIT  shifts  the 
format  to  the  EDITOR  vocabu- 
lary, displaying  screen  1  on  the 
top  16  lines  with  a  six-line  work- 
space below,  all  with  a  white 
background.  The  editor  includes 
many  commands  for  finding, 
moving  and  eliminating  blocks 
of  material  on  the  screens.  Seven 
commands  are  programmed  to 
the  function  keys,  and  the  cursor 
controls  are  revectored  to  the  64- 
character-wide  screen  which 
scrolls  horizontally. 

Pressing  INSERT  changes 
the  border  to  yellow  and  places 
the  editor  in  direct  screen  func- 
tion, in  which  the  material  is 
normally  written  to  the  screen. 
RETURN  then  leaves  the  INSERT 
mode,  and  STOP/RESTORE  re- 
turns to  the  reset  environment. 
This  raises  a  second  objection: 
the  first  key  entered  after  reset  is 
usually  flagged  an  error.  The 
habit  quickly  forms  of  pressing 
RETURN  after  reset,  which 
causes  the  VICFORTH  prompt 
to  be  displayed,  "OK". 

Limitations  And 
Enhancements 

Error  codes  conform  to  the  Forth 
Interest  Group's  specifications. 
The  12  errors  are  indicated  by 
an  arrow  and  a  number,  cross- 
referenced  to  the  instruction 
manual.  Full  error  messages 
could  be  displayed  at  the  cost  of 
some  memory,  as  shown  in  the 
manual,  since  MESSAGE  is  one 
of  13  vectored  words  provided. 
Vectoring  allows  the  user  to 
easily  change  VICFORTH's  I/O 


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152  Boscon  Turnpike 
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errors  or  significant  wear.  And  each  is  precision 
fabricated  to  exceed  all  ANSI  specifications  with 
such  standard  features  as  reinforced  hub  rings  and 
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port  interfacing  to  recognize,  for 
instance,  a  new  printer  config- 
uration at  the  user  port. 

pther  standard  fig-Forth 
definitions  missing  here  are  20 
disk-handling  words  and  a  few 
redundant  or  virtually  defunct 
words.  An  experienced  pro- 
grammer, with  the  fig-Forth 
installation  manual  in  hand, 
could  revector  VICFORTH  to 
handle  disks.  Also,  the  monitor 
is  missing,  but  by  dropping  the 
memory  limit  variable  EM  ap- 
propriately and  calling  the  VIC- 
20  Kernal  machine  language 
LOAD,  a  monitor  such  as  Micro- 
mon  may  be  installed.  A  new 
word  DUMP  displays  the  con- 
tents of  a  range  of  memory  in 
four-byte  lines. 

Indeed,  any  machine  lan- 
guage program,  the  Kernal 
(Commodore's  set  of  subroutines 
called  from  a  table),  and  even 
the  BASIC  subroutines  in  ROM 
are  easily  accessed  with  the  word 
SYS,  which  has  an  enormous 
advantage  over  BASIC'S  SYS; 
the  parameters  for  the  ac- 
cumulator, X  and  Y  registers, 
and  the  carry  flag  can  be  passed 
back  and  forth  (so  to  speak)  - 
invaluable,  as  Forth  often  becomes 
very  primitive  in  its  operations. 

About  50  words  are  added 
to  fig-Forth,  and  many  others 
are  defined  in  the  manual  to 
access  the  VIC-20's  features, 
including  words  for  color  and 
sound  control,  several  predefined 
Kernal  routines,  and  printer  and 
user-port  commands. 

A  third  objection  to  Tom 
Zimmer's  VICFORTH  is  the  loss 
of  Commodore's  screen  editor 
from  the  operating  environment. 
With  the  VIC'S  BASIC  editor, 
normally  when  RETURN  is 
pressed  the  interpreter  accepts 
what  is  on  the  display  -  what 
you  see  is  what  you  get.  In  VIC- 
FORTH the  sequence  of  keys 
pressed  is  acted  upon  regardless 
of  the  display:  it  is  not  possible 
to  cursor  into  a  previous  line, 
correct  or  add  to  it  and  press 
RETUEiN  to  reexecute  that  line. 
This  is  partially  compensated  for 

156    COMPUTC!    October  1983 


by  using  the  editing  screens  for 
defining  and  running  proce- 
dures, but  it  seems  a  shame  to 
lose  that  powerful  interactive 
editor. 

What  about  that  favorite 
VIC-20  feature,  programmable 
characters?  As  it  happens,  the 
editing  screens  almost  coincide 
with  the  internal  RAM  required 
for  redefining  display  characters. 
With  straightforward  manipula- 
tion, for  instance,  by  moving  the 
dictionary  pointer  the  requisite 
amount  (e.g.,  $1800  DP  ! )  and, 
after  compilation  from  the 
screens  is  complete,  using  the 
Kernal  to  load  directly  into  that 
space,  Greek,  Katakana,  or  what- 
ever characters  desired  may  be 
made  to  appear. 

Documentation 

Finally,  the  manual:  HES  pro- 
vides exceptional  documenta- 
tion. The  80-page  instruction 
book  ~  though  not  a  beginner's 
handbook  -  has  enough  examples 
and  detail  in  it  to  clarify  much 
of  VICFORTH.  An  example  of 
the  breadth  of  this  concept  is 
the  eight  pages  devoted  to  ad- 


justments to  the  recommended 
Starting  Forth,  from  the  Forth 
Interest  Group,  upgrading  that 
tutorial  manual  to  the  VIC- 
FORTH version.  A  slight  irrita- 
tion is  the  use  of  £  for  the  symbol 
#  throughout;  otherwise  the 
manual  does  seem  to  be  error- 
free  and  complete. 

Forth  is  a  fast  -  very  fast  - 
compact,  interactive,  flexible 
language,  though  more  arcane 
than  BASIC,  perhaps,  and  in- 
cluding less  simple  string  ma- 
nipulation. When  for  the  sake  of 
speed  or  complexity  it  is  neces- 
sary to  program  closer  to  the 
level  of  machine  language, 
Forth's  power  becomes  decisive. 
This  cartridge  from  Human  En- 
gineered Software  is  by  far 
the  most  exciting  "peripheral" 
for  my  computer.  VICFORTH 
could  become  the  center  of  pro- 
gramming action  on  your  VIC-20. 

VICFORTH 

by  Tom  Zimmer 

Human  Engineered  Software 

71  Park  Ijtne 

Brisbane,  CA  94005 

$59.95  © 


Flower  Power  Math  Fun 


Tony  Roberts,  Assistant  Managing  Editor 

Flower  Power  Math  Fun  is  an  at- 
tractive, challenging  math  drill 
game  that  adapts  itself  to  the 
abilities  of  the  player. 

The  program  includes  exer- 
cises with  whole  numbers,  frac- 
tions, and  decimals,  and  it  allows 
the  player  to  choose  addition, 
subtraction,  multiplication,  or 
division  problems.  A  decimal- 
fractton  conversion  exercise  is 
also  included.  The  range  of  the 
game  makes  it  effective  for  a 
child  just  learning  math  con- 
cepts, and  challenging  to  an 
adult  wishing  to  refine  his  ability 
to  solve  problems  in  his  head. 

The  program  automatically 
keeps  track  of  each  user's  prog- 
ress, with  room  for  about  100 


Flower  I'owcr  Math  luii. 

files  on  the  disk,  giving  it  added 
value  in  a  classroom  situation. 

Planting  The  Garden 

Each  time  a  student  runs  the 
program,  he  is  asked  for  his 
name.  Let's  say  James  is  playing 
the  game.  After  he  types  his 
name,  the  program  searches  the 
disk  to  see  if  any  information 


HEATH/  \ 
ZENITH  Z-ltJO™ 


SUPERBRAIN™ 

CP/M  DISKS 
DISKETTES 


DYNACOMP 

The  Leading  Distributor  Of 
Microcomputer  Software 

PRESENTS 


HOME  FINANCK 

PERSONAL  FINANCE  SYSTEM  (ALL) 
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STOCKAID  (ATARI) 

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INVESTING  ADVISOR  (TRS) 
INVESTMENT  MANAGEMENT 

(ATARI/IBM) 
OPTIONS  ANALYSIS  (TRS/OSB/ APPLE) 


39.95 
59.95 
59.95 
59.95 

23.95 
29.95 
59.95 
29.95 
29.95 
69.95 
39.95 

49.95 
99.95 


BUSINESS 

FINANCIAL  MANAGEMENT  „..„„, 

(NORTH  STAR)  S149-95 

MAIL  MASTER  (ATARI)  f  39.95 

FAYFIVE  (APPLE)  S149.95 

LIFE  CYCLE  ANALYSIS  (APPLE)  S  39.95 
DATA  RETRIEVAL  SYSTEM  (ATARl/CPM)  S  29.95 

OPTIMAC  (TRS/APPLE)  *  «.95 

BOOKKEEP  (CPM)  »  69.95 

CUSTOMER  PROFILE  (OSBORNE)  S  59.95 

EDUCATION 

HODGE  PODGE  (APPLE/TRS) 
CHILDREN'S  CARROUSEL  (APPLE) 
TEACHER'S  AIDE  (ALL) 
TEACHER'S  GRADE  BOOK  (APPLE) 
PLAYER  PIANO  (ATARI) 
SPELL  IT  (APPLE) 
ELIZA  II  (ALL  except  APPLE) 
PROBABILITY  (APPLE/ATARI) 
TYPEMASTER  (TRS) 
FEELING  BETTER  (APPLE) 
FROGMASTER  (ATARI) 


DlSKETTEIi 

SW"  SS/SD  with  hub  rings,  packed  m 
plastic  storage  box  (10/box) 

PRICES  ABOVE  ARE  FOR  5W" 


CARD  GAMIvS 

BRIDGE  MASTER  (ALL) 
GIN  RUMMY  (APPLE) 
POKER  PARTY  (ALL) 
BLACKJACK  COACH  (ALL) 
EUCHRE  (ATARI) 

WAR  GAMES 

LEIPZIG  1813  (ATARI) 
SHILOHI862(ATARI) 
IRONCLADS  (CPM) 

ADVENTURE 

CRANSTON  MANOR  (CPM) 
WINDMERE  ESTATE 

(NORTH  STAR/ APPLE) 
ZODIAC  CASTLE  (NORTH  STAR/APPLE) 
STARSHIP  LANDING  PARTY  (TRS) 
GENESIS-THE  CREATOR  (APPLE) 
VALLEY  OF  THE  KINGS  (ATARI) 

GAMES 

VALDEZ(ALL) 

FLIGHT  SIMULATOR  (ALL) 

BACKGAMMON  2.0 (ALL) 

MANAGEMENT  SIMULATOR  (ALL) 

CHESS  MASTER  (CPM/TRS) 

STARBASE  3.2  (ALL) 

CACTUS  LEAGUE  BASEBALL  (ATARI) 

FINAL  ASSEMBLY  (ATARI) 

ENGINKKRING/STATISTICS 

DIGITAL  FILTER  (ALL) 
HARMONIC  ANALYZER  (ALL) 
BASIC  SCIENTIFIC  SUBS.  Vol.  1  (ALL) 
BASIC  SCIENTIFIC  SUBS.  Vol.  2  (ALL) 
BASIC  STATISTICAL  SUBS.  (ALL) 
CELESTIAL  BASIC  (APPLE) 
ACTIVE  CIRCUIT  ANALYSIS  (ALL) 
BEAM  DEFLECTION  (ALL) 
ANALYSIS  OF  VARIANCE  (ALL) 
PRINCIPAL  COMPONENTS  (APPLE) 
S  19.95  ST  ATTEST  (ALL) 

SINGLE  DENSITY.  ADD  S3.00  FOR  DOUBLE  DENSITY,  S2.50  for  8" 


18.95 
19.95 

17.95 

49.95 

19.95 

19.95 

19.95 

J  39.95 

S  18.95 

S  39.95 

$  21.95 


S  29.95 

$  22.95 

S  23.95 

$  33.95 

$  19.95 

S  33.95 

$  33.95 

$  29.95 

$  19.95 

S  29.95 

)     $  29.95 

%  19.95 

S  49.95 

$  29.95 

$  23.95 

S  23.95 

$  23.95 

$  29.95 

$  23.95 

$  17.95 

$  19.95 

$  19.95 

$  53.95 

$  33.95 

$  53.95 

SI  29.95 

$  99.95 

S  49.95 

S  43,95 

$  39.95 

$  43.95 

$  49.95 

$  33.95 

THESE  ARE  ONLY  A  FEW  OF  THE  HUNDREDS  OF  PROGRAMS 
EN  THE  DYNACOMP  LIBRARY. 

Besides  being  the  leading  distributor  of  microcomputer  software,  DYNACOMP 
currently  distributes  software  in  over  60  countries.  DYNACOMP  provides 
FRIENDLY,  ACCESSIBLE  CUSTOMER  SERVICE  through  our  highly 
qualified  and  knowledgeable  staff.  WE'RE  AS  NEAR  AS  YOUR  TELEPHONE. 
DYNACOMP' S  prices  are  highly  competitive  and  we  promise  prompt  processing 
of  every  order! 

WRITE  FOR  A  FREE,  DETAILED  CATALOG 


Daytime  24  Hour 

Toll  Free  Order  Phones:       Message  and  Order  Phone: 
(800)  828-6772  (800)  828-6773  (716)  442-8731 


Office  Hotline: 

9-5E.S.T. 
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DYNACOMP,  INC. 

1427  Monroe  Avenue  •  Rochester,  NY  14618 


about  James  is  available.  If  so, 
the  screen  will  ask,  "Are  you  the 
same  James  who  played  before?" 
If  the  answer  is  yes,  the  computer 
recalls  the  information  about 
James's  past  experiences  with 
Flower  Power  Math  Fun.  If  this 
particular  James  hadn't  played 
before,  the  computer  would  ask 
him  to  select  a  unique  name  for 
purposes  of  the  program. 
Perhaps  Jim,  or  James  D. 

Then  it's  time  to  choose  the 
type  of  problems  to  solve,  and 
the  game  begins.  The  object  is  to 
fill  the  garden  at  the  bottom  of 
the  screen  with  flowers  by  an- 
swering math  problems  cor- 
rectly. A  flower  sprouts  if  the 
answer  is  correct.  If  the  answer 
is  wrong,  a  weed  shoots  up,  and 
the  student  is  given  two  more 
chances  to  answer  correctly.  If 
the  correct  answer  is  supplied, 
the  weed  is  replaced  by  a  flower 
and  the  game  continues.  If  each 
of  the  three  tries  is  incorrect,  the 
weed  remains  in  the  garden. 

There  is  room  in  the  garden 
for  ten  plants  -  flowers  or  weeds. 
Once  the  garden  is  full,  the  exer- 
cise is  over,  and  the  student  is 
given  the  option  of  playing 
again. 

Keeping  Track  Of  Skill 
Levels 

The  first  time  each  of  the  13 
games  is  played,  the  computer 
sets  the  skill  level  at  1.0.  If  prob- 
lems are  solved  quickly  and  cor- 
rectly, the  skill  level  is  increased 
and  the  problems  become  more 
difficult.  When  a  student  an- 
swers incorrectly,  the  skill  level 
decreases.  Through  this  method, 
the  program  keeps  a  student  of 
any  level  working  at  the  edge  of 
his  capabilities. 

The  program  also  awards 
points  for  correct  answers,  based 
on  the  fime  it  takes  to  provide 
the  right  answer.  Nothing  is 
subtracted  for  a  wrong  answer, 
and  nothing  is  added  for  an  an- 
swer that  is  too  long  in  coming. 

At  the  end  of  each  session, 
the  student's  skill  level  and  score 
are  saved  on  disk.  The  next  time 

158    COMPl/TE!    October  1983 


he  plays,  he'll  be  able  to  pick  up 
where  he  left  off. 

The  program  requires  pre- 
cise answers.  For  example,  if  a 
fraction  addition  exercise  had 
produced  the  problem  %-H%, 
the  computer  would  not  accept 
an  answer  of  %.  The  program 
would  prompt  the  player:  "Re- 
duce your  fraction." 

Unemotional  Graphics 

Flower  Power  Math  Fun  is  not  an 
arcade  game.  Aside  from  the 
garden,  with  its  colorful  flowers 
and  green  weeds,  a  sun,  and  a 
couple  of  birds  in  the  sky, 
nothing  flashy  has  been  de- 
signed into  the  program .  Offi- 
cials at  Softwave  Productions 
use  the  word  "unemofional"  to 
describe  Flower  Power  Math  Fun's 
graphics.  "It's  enough  to  keep 
them  interested,  but  not  enough 
to  distract  them." 

There  is  no  music,  and  there 
are  no  explosions  to  disturb 
others  in  a  classroom.  The  only 
sound  produced  by  the  program 
is  a  series  of  notes  which  slide 
up  on  a  right  answer,  down  on  a 
wrong  answer. 

A  session  with  the  program 
could  last  as  long  as  time  permits. 
If  several  students  hope  to  have 
their  chance  to  play,  a  student 
could  complete  one  exercise  in 
about  five  minutes. 

The  instructions  that  come 
with  the  program  are  sparse,  but 
little  guidance  is  needed.  A  re- 
port program  included  with  the 
game  allows  a  teacher  to  review 
the  progress  of  each  student 
either  on  screen  or  via  a  printout. 
The  information  available  to  the 
teacher  includes  the  student's 
name,  skill  level,  and  high  score 
for  each  of  the  13  exercises.  In 
addition,  the  report  program  can 
be  used  to  erase  one  or  all  records 
from  the  disk. 

A  Challenge  For  All 

The  package  describes  the  game 
as  fun  for  ages  5-15.  A  five-year- 
old  would  be  able  to  handle 
many  of  the  problems  at  lower 
skill  levels,  and  the  higher  levels 


can  present  a  challenge  to  older 
players,  even  those  far  past  the 
age  of  15.  The  problems  at  the 
higher  levels  of  the  whole 
number  addifion  exercise,  for 
example,  have  you  adding  8- 
and  9-digit  numbers  without 
using  pencil  and  paper. 

Using  Flower  Power  Math 
Fun  regularly,  for  even  just  a 
short  time,  would  sharpen  al- 
most anyone's  ability  to  solve 
math  problems  mentally.  This  is 
not  the  kind  of  game  that  will 
keep  kids  riveted  tothe  keyboard 
during  all  their  after-school 
hours,  but  it  can  satisfy  and  chal- 
lenge computer-loving  kids  in 
the  more  sedate  setting  of  a 
schoolroom. 

Flower  Power  Math  Fun  is 
available  for  the  Commodore  64 
and  Apple  11  computers. 

Flower  Power  Math  Fun 

Softwave  Productions 

156  Drakes  Lane 

Summerloivn,  TN  38483 

(615)964-3573 

$39.95  © 


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(D&Tl 
(D&T) 


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Hardware,  Too! 

Alphacom  40  Color  Printer  .  .  , 

VIC/Com  64/ Atari  Cable 

RANA  Atari  Disk  Drive 


(CT) 

(D) 

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(D&T) 

(D&T) 

(D&T) 

(D&T) 

(CT) 

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(D) 

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(D) 

(D) 


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$329 


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KOALAPAD 

For  Apple $75 

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CARDCO 

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Redball $18 

Finally,  Books. 

Com  64  Reference  Guide $14 

VIC  20  Reference  Guide $12 

Elem.Com64 $10 

Book  of  Atari  Software $12 

Basic  Exercises/ Atari $9 

CODES:  (T)  =  Tape  (CT)  =  Cartridge 
(D)  =  Disc 

"Such-A-DeaH 
Software." 

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Craftsmen  Need  Precision  Tools .  • . 
Programmers!  Demand  Precision  Software! 


BASIC  XL  has  mice  the  speed  and  twice 
the  power  of  Atari®  BASIC.  And  yet,  as 
befits  a  fine  ci^ftsmaii's  tcMil.  B.ASIC  XL  is 
even  easier  to  use  and  more  dependable, 
while  including  such  outstanding  major 
additions  as  structured  programtning, 
string  arrays,  programming  aids,  enhanced 
graphics,  and  business  capabliiiies. 

Atari  BASIC  is  a  good  starting  point.  We 
should  know.  We  wrote  it  in  1978.  Buy 
BASIC  XL.  Take  advantage  of  five  more 
years  of  experience! 

So,  prepare  yourself  for  some  explor- 
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BASIC  XL!  Cartridge,  excellent  tutorial, 
reference  manual . . .  S99- 


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^  Precision  Software  Tools 

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n  Functional,  honest,  and  beautiful 
U  describe  the  simple  lines  of  a  crafts- 
^\  man's  tools.  For  the  jeweler  these 
g    \  tools  are  an  extension  of  the  human 
I        \  hand  to  better  execute  complex 
\        /  designs.  For  you,  the  programmer. 
Precision  Software  tools  keep  com- 
plications out  of  your  programming  while 
allowing  you  to  produce  intricate 
programs. 


See  the  complete  collection  of  OSS 

Precision  Software''"  tools! 
MAC/65:    The  fastest  6502  macro 

assembler/editor  package  on 

cartridge . . .  S99. 
BUG/65:    A  powerful  debugger.  On  disk, 

with  OS/A+ . . .  $35, 
C/65:        The  first  native  mode  "small  c" 

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ACTION!:   The  fastest,  small  computer 

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.\T.UtI  and  .APPLE  It.  are  iradenurks  of  Auri.  Inc  and  .Apple 
Computer,  [nc.  respecii\-eh .  .SUC'hi.  Bl'll  di.  C'6i.  BASIC 
XL.  OS/A*  and  OSS  PRECISION  SOFTtt'ARE'-  are  Iradentiria 
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Super  Software  in  a  SuperCartridge! 

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Only  OSS  can  offer  you  these  Precision  Software  Tools  in  the  most 

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BASIC  XL 

ACTIONl 

MAC/65 

BUY  THE  BEST  and  only  complete 

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EXPERIENCE  THE  FASI'EST  6502  macro 

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BASIC  XL  makes  programming  easier  for 

OSS,  ACTION!  is  an  amazin^y  complete. 

you  more  than  speed.  It  makes  as.sembly 

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USE  SOPHISTICATED  MACROS  to  take 

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WRITE  THE  FASTEST  GAMES  ever  written 

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Build  macros  libraries  to  make  easy  and 

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because  the  program  line  editor,  macro 

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EDIT  WITH  EASE  thanks  to  ACTIONI's 

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1173D  S.  Saratoga/Sunnyvale  Road 

Anion  Compuier  ProducE. 

San  Jose,  CA  95129  ■  (408)  446-3099 

Mothership  For  Timex/Sinclair 


Derek  Stubbs 

Mothership  is  a  fast  and  engaging 
space  game  for  the  Timex/Sinclair 
1000  with  16K  RAM.  It  has  sev- 
eral features  which  make  it 
unique. 

You  are  the  pilot  of  a  Star- 
light fighter  flying  in  a  long  can- 
yon (called  a  Zarway),  reminis- 
cent of  the  last  battle  scene  in 
Star  Wars.  The  fast-moving 
graphics  help  to  create  this 
illusion. 

Out  in  space,  at  the  end  of 
the  canyon,  is  the  giant  mother- 
ship  which  launches  waves  of 
drone  fighters  along  the  Zarway 
toward  you.  You  can  evade  them 
or  blast  them  with  your  laser, 
but  you  must  be  careful  not  to 
crash  into  the  sidewalls  of  the 
Zarway. 

The  object  of  the  game  is  to 
destroy  the  Mothership,  which 
can  evade  your  lasers  and  will 
fire  back  if  you  get  too  close.  The 
game  has  three  levels  -  and  can 
be  played  by  one  or  two  players. 

Though  Mothership  is  very 
difficult,  the  controls  make  it 
easier  to  play.  You  use  groups  of 
keys  rather  than  single  keys  to 
move  your  fighter  or  fire  your 
laser.  This  makes  the  game  seem 
like  an  arcade  game  where  you 
concentrate  on  the  screen  and 
just  "feel"  the  controls.  For  ex- 
ample, the  bottom  line  of  keys  is 
the  fire  button.  You  can  use  your 
thumb  to  tap  this  line  at  the  right 
time  while  your  other  fingers 
guide  your  fighter. 

This  package,  from  Soft- 
sync,  is  presented  well.  The  fast 
and  realistic  graphics  and  the 
easy  controls  make  it  one  of  the 
best  Timex/Sinclair  1000  space- 
war  games  I  have  seen.  It  is 
comparable  to  the  excellent 
game  Winged  Avenger  from 
Savage  Software. 

Depending  on  the  difficulty 
level  chosen,  anyone  over  the 
age  of  five  can  spend  many  hours 

162    COMPUrtl    OctobefW83 


playing  and  enjoying  Mothership. 

Mothership 
Softsync 
P.O^Box480 
Murray  Hill  Station 
New  Yoric,  NY  10156 
$16.95  phis  $1 .50  shipping  and 
handling  © 


Guide  your  ship  up  and  down  the  center 
alley  and  fend  off  the  aliens  in  Turmoil. 


Turmoil  For  VIC, 
64,  And  Atari 

Tony  Roberts,  Assistant  Managing  Editor 

For  quick-draw  joystick  artists 
and  connoisseurs  of  shoot-and- 
run  videogames,  Turmoil  (Sirius 
Software)  may  be  the  fulfillment 
of  your  dreams. 

The  game,  which  is  available 
on  disk  for  the  Commodore  64 
and  on  cartridge  for  the  VIC-20 
and  Atari  computers,  is  guaran- 
teed to  leave  you  with  cramps  in 
your  joystick  hand,  and  may 
temporarily  short-circuit  your 
ability  to  concentrate  under 
pressure. 

Turmoil  was  designed  by 
MarkTurmell,  who  is  respon- 
sible for  several  other  successful 
Sirius  Software  games,  including 
Fast  Eddie,  Beer  Run,  and  Free 
Fall. 

The  object  of  the  game  is 
familiar:  destroy  the  aliens  before 
they  destroy  you.  The  complica- 
tions include  five  alien  ships, 
ghost  ships,  arrows,  and  prizes 
that  turn  into  supersonic  can- 
nonballs  if  you  fail  to  collect 
them. 

Attacking  The  Aliens 

Imagine  your  screen  divided 
into  seven  horizontal  traffic  lanes 
which  the  aliens  use  to  traverse 
your  monitor.  Down  the  center 
is  a  vertical  lane,  in  which  your 
ship  flies. 


Fly  your  ship  up  and  down 
the  center  alley  and  blast  those 
aliens.  They'll  be  on  you  quickly, 
so  keep  your  thumb  on  the  fire 
button.  Each  alien  ship  moves 
back  and  forth  at  a  different  pace, 
and  the  faster  the  ship  moves, 
the  more  points  it  is  worth. 

In  the  first  of  the  game's 
nine  levels,  things  will  be  rela- 
tively simple.  Zip  up  and  shoot 
left,  zip  down  and  shoot  right. 
Repeat.  Repeat.  Repeat.  Watch 
the  score  soar. 

Toss  In  A  Few  Curves 

Before  you  have  a  chance  to  get 
bored  with  your  success  at  shoot- 
ing everything  that  moves,  you'll 
be  overrun  with  problems  and 
wondering  how  you  can  save 
your  skin. 

Mixed  in  with  the  alien  ves- 
sels will  be  a  few  arrows.  If  you 
fail  to  wipe  out  the  arrows  on 
their  first  pass  across  the  screen, 
a  metamorphosis  occurs,  and 
you  have  to  cope  with  a  tank  - 
and  a  heavily  armed  one  at  that. 
Shooting  a  tank  head-on  won't 
destroy  it,  but  it  does  knock  it 
back  a  bit.  To  defeat  a  tank,  let  it 
pass  and  blast  it  from  behind. 

The  Prize  Eye 

Occasionally  youTl  see  some- 
thing that  looks  like  a  flashing 
eye  at  the  end  of  one  of  the  aliens' 
traffic  lanes.  This  is  a  prize,  and 
it's  worth  your  while  to  pick  it 
up  quickly. 

Under  normal  circumstances, 
you'll  remain  in  the  center  alley, 
flying  up  and  down.  However, 
when  a  prize  is  visible,  you'll  be 


allowed  to  fly  down  the  traffic 
lane  to  pick  it  up. 

If  you  fail  to  claim  the  prize, 
it  mutates  into  a  supersonic  can- 
nonball  and  behaves  much  like  a 
pong-game  ball  that's  gone  hay- 
wire. It  bounces  back  and  forth 
so  fast  that  getting  a  clean  shot 
at  it  is  nearly  impossible.  With  a 
supersonic  cannonball  on  the 
loose,  it's  usually  just  a  matter  of 
seconds  before  your  ship  has 
been  hit  and  you're  calling  in  the 
reserves. 

If  you  can  claim  your  prize, 
return  quickly  to  the  center  alley, 
or  you'll  be  smashed  by  an  inde- 
structible ghost  ship. 

Aliens,  More  And  Faster 

You  begin  the  game  with  five 
ships,  one  in  play  and  four  in 
reserve.  Wipe  out  all  the  aliens 
before  they  wipe  you  out,  and 
you'll  automatically  move  to  the 
next  level  and  receive  a  bonus 
ship  to  add  to  your  reserves,  up 
to  a  maximum  of  six. 

As  you  advance  to  higher 
levels,  the  play  becomes  faster, 
and  the  aliens  become  more 
numerous.  As  an  added  treat, 
after  you  reach  level  four,  the 
alien  traffic  lanes  occasionally 
become  invisible. 

If  the  aliens  get  the  best  of 
you,  as  they  are  bound  to,  press 
the  fire  button  to  start  a  new 
game  beginning  at  the  level  on 
which  you  started.  It  is  possible 
to  start  at  a  higher  level,  or  to 
change  levels  during  the  game, 
by  pressing  the  f5  key  on  Com- 
modore machines  or  the  SELECT 
key  on  the  Atari. 

Tunnoil  is  an  appropriate 
name  for  this  game.  There  are 
no  patterns  to  memorize  or  com- 
plicated strategies  (;o  develop. 
Building  a  hefty  point  total  de- 
pends solely  on  your  ability  to 
survive  amid  chaos. 
Turmoil 

Sirius  Software,  Inc. 
10364  Rockiiigbmi!  Drive 
Sacramento,  CA  95S27 
(916)366-1195 
Atari  carlrid<^e.  Commodore  64  disk, 

$34.95 
VlC-20  cartridge,  $34.95  © 


EDUCATORS  PREFER  GROUP 
LEARNING  WITH  EDUPRO  SOFTWARE 


Here's  what  educators  say  about  Edupro's 
multi-user  software: 

"/  have  one  microcomputer  in  my  classroom. 
Witti  Microgroup  programs,  more  ctiildren  tiave 
a  chance  to  use  it  eaclj  day. "  T  G.,  Dallas 

"Sometimes  ctiildren  compete  for  tlie  t)ighd5t 
score.  Other  times  tliey  cooperate  to  'beat  the 
clock '.  The  slower  ones  learn  from  the  faster 
ones.  No  one  gets  stuck. "         C.  R.  Cupertino 

"The  h/iicrograup  programs  offer  the  kids  a 
iot  of  variety.  My  kids  use  the  Storybook  Theme 
programs.  Each  program  has  four  learning 
games,  it's  easy  for  the  kids  to  switch  back 
and  forth."  K.  G.,  Minneapolis 

"/  tike  the  idea  of  easy  arid  hard  problems  in 
the  same  program.  Children  of  different  ages  or 
ability  levels  can  work  together " 

L,W.,  Tallahassee 

Group  learning  really  works. 

After  the  Edupro  Microgroup  4-player  and  8- 
player  programs  were  introduced  early  in  1983. 
educators  soon  confirmed  three  advantages: 

Efficiency.  By  allowing  several  children  to  use 
one  microcomputer  simultaneously  the  Micro- 
group  programs  increase  each  child's  lime  spent 
in  computer-aided  learning. 

Effectiveness.  Children  learn  effectively  in 
groups.  Older  and  more  advanced  students  test 
their  understanding  by  helping  those  who  are 
slower  Group  learning  stimulates  divergent 
thinking.  And  it  teaches  the  importance  of  worth- 
ing together  for  a  common  goal. 

Equity.  Children  differ  in  the  learning  situations 
they  prefer  Research  shows  that  differences 
in  gender  age,  and  culture  underiie  learning 
preferences.  The  Microgroup  programs  can  be 
used  by  groups  of  varying  sizes— even  by  a 
child  alone. 

Now  available  for  Apple®  Computers. 

Two-player  versions  of  many  Edupro  Atari- 
programs  are  now  available  for  the  Apple,  with 
your  choice  of  user-selected  keyboard  or  joystick 
control.  Other  new  programs  available  from 
Edupro  are: 

BASIC-Play.  This  is  the  most  enjoyable  com- 
puter literacy  tool  your  students  can  use.  Short 
BASIC  programs  are  presented  as  completion 
problems  in  Edupro's  familiar  WORD-DRAW 


format.  After  students  have  filled  in  the  miss- 
ing elements  of  a  program,  it  runs,  delighting 
them  with  sound,  graphics,  puzzles,  etc.  Stu- 
dents can  also  change  variables  and  observe 
different  outcomes. 

Don't  worry  if  your  students  seem  to  be 
having  fun.  BASlC-Play  is  teactiing  them  the 
essentials  of  Atari  or  Applesoft  BASIC. 


Oklahoma  Run.  The  year  is  1889.  Your  stu- 
dents are  poised  at  the  frontier  of  the  Oklahoma 
Territory  When  the  run  begins,  each  player 
stakes  out  a  homestead.  Ah,  but  no  two  home- 
steads are  the  same.  Given  location,  soil,  water, 
costs  of  supplies,  and  market  prices,  what 
should  a  player  raise?  What  about  drilling  for  oil? 
Will  it  be  boom  or  bust? 

This  multi-user  simulation  helps  students 
understand  the  interrelated  nature  of  land  use 
decisions.  Screen  graphics  include  aerial  views 
of  the  homesteads. 

First  Base  (a  single-user  program).  Children 
are  collectors.  They  collect  stamps,  coins,  base- 
ball cards,  and  more.  Children  need  a  database 
management  program,  but  a  simpler,  friendlier 
one  than  adults  use.  First  Base  has  been 
designed  for  ease  of  use,  yet  it  offers  flexibility 
in  record  storage,  retrieval,  and  display 

First  Base  comes  with  a  sample  file  of  baseball 
stars  and  their  statistics.  Fun  to  use,  simple  to 
learn  from. 

Share  the  excitement  of  group  learning  with 
software  from  Edupro.  Ask  for  Edupro  products 
for  Atari  and  Apple  computers  at  your  local  soft- 
ware dealer,  or  write  to: 

Edupro 

PO.  Box  51346 

Palo  Alio,  CA  94303 

415-494-2790    Dealer  inquiries  invited 


Atari  is  a  trademarit  of  ATARI  Inc.  Apple  is  a  trademarl*  ol  Apple  Compiler.  Inc. 


The  Commander  -  A 
Command  Extension  Facility 


Jim  Butterfield,  Associate  Editor 

The  Commander  is  a  4K  ROM 
for  PET/CBM  computers  with 
4.0  BASIC,  which  extends  the 
capabilities  of  BASIC  programs. 
It's  a  little  different  from  editing 
"enhancers"  and  is  worth  a  few 
extra  comments. 

There  are  essentially  two 
types  of  BASIC-helper  programs: 
editing  and  runtime. 

Editing  Aids 

Editing  packages  help  you  pre- 
pare a  program.  They  may  give 
you  ease  of  program  entry,  re- 
numbering, search  and  change 
capability,  and  other  features  to 
help  you  build  the  program  and 
spot  errors. 

Once  the  program  is  com- 
plete, the  editing  package  has 
done  its  job.  The  completed  pro- 
gram will  now  run  by  itself.  If 
you  have  prepared  a  program 
using  BASIC-Aid,  POWER, 
Sysres,  or  a  similar  package,  the 
final  program  can  run  on  any 
PET/CBM  -  even  ones  without 
the  editing  facility. 

In  other  words,  if  you  give  a 
friend  a  copy  of  a  program  that 
you've  written  using  one  of  the 
super-editors,  he  or  she  will  be 
able  to  load  it  and  run  it.  There's 
more:  since  the  final  program 
runs  without  using  the  editor,  it 
will  run  at  full  BASIC  speed. 

Runtime  Aids 

Runtime  packages  help  the  pro- 
gram run.  This  means  that  every- 
one who  wishes  to  run  a  program 
containing  a  runtime  package 
feature  must  also  have  the  pack- 
age. A  software  house  which 
created  products  using  the  Com- 
mander, for  example,  would 
need  to  specify  that  all  purchas- 
ers of  these  packages  must  also 
have  the  appropriate  runtime 
package. 

164     COMPOTE!     October  1983 


A  potential  difficulty  of  run- 
time packages  can  be  that  pro- 
grams using  them  may  slow 
down,  due  to  the  extra  overhead. 
Many  packages  use  a  "wedge" 
technique  that  slows  everything 
down  -  sometimes  a  little,  some- 
times a  lot.  The  Commander 
doesn't  have  this  problem:  its 
functions  are  invoked  only  when 
the  program  calls  them  in  with  a 
suitable  SYS  command. 

The  Objectives 

An  editing  package  tries  to  solve 
the  question  "What's  missing 
from  the  machine's  regular  ed- 
iting features?"  A  runtime  pack- 
age addresses  the  question 
"What's  missing  from  BASIC?" 
People  may  have  different 
preferences  and  thoughts  about 
what's  missing,  based  on  their 
experience  with  other  BASICs 
and  other  languages.  The  Com- 
mander has  chosen  these: 

PRINT  USING:  Formats  a  floating 
point  variable  into  a  string  with 
a  specific  length  and  format; 

WINDOW:  Clears  a  specific  area 
of  the  screen,  on  either  40-  or  80- 
cotumn  machines; 

FRAME:  Prints  a  screen  message, 
enclosed  in  a  frame,  for  the  user's 
benefit; 

INSERT,  APPEND,  DELETE: 
Allows  a  program  to  be  changed 
as  it  runs; 

COM  LITERALS:  Repacks 
strings  to  help  the  above  change 
features; 

OVERLAY:  Allows  a  program  to 
call  another  program  to  continue 
the  run; 

RETURN  CLEAR:  Cancels  all 
GOSUB  and  FOR/NEXT  loop 

status; 

COMPUTED  GOTO:  Allows  a 


GOTO  address  to  be  calculated; 

MAT  PRINT#,  MAT  INPUT#, 
MAT  INIT,  MAT  ZER:  Allows 
arrays  to  be  saved,  recalled,  and 
cleared  quickly; 

ENHANCED  GET,  STRING: 
Allows  more  powerful  INPUT 
from  keyboard  or  file. 

invoking  Ttie  Commands 

Using  the  Commander,  you 
would  invoke  these  functions 
with  a  SYS  command.  First, 
you'd  be  expected  to  set  up  vari- 
ables which  set  the  range  of 
activities  needed.  For  example, 
to  delete  lines  300  to  400  in  a 
running  program,  you'd  type  in 
these  lines: 

360  BL  ==  300       (Begin  Line  300) 
370  EL  =400        (End  before  Line  400) 
380  GT  =400      (When  complete, 

GOTO  400) 
390  SYS  40006    (Delete) 

The  SYS  may  be  different, 
depending  on  the  particular 
RC)M  chip  fitted.  When  the  pro- 
gram reaches  line  390,  it  will 
delete  all  lines  from  300  to  just 
below  400  -  including  the  above 
lines  -  and  will  continue  running 
at  line  400. 

This  is  astonishing.  We've 
made  a  significant  change  in  a 
running  program  and  yet  the 
program  can  continue  running, 
complete  with  live  variables.  We 
can't  do  that  even  if  we  stopped 
the  program  and  made  a  change 
or  deletion:  our  variables  would 
disappear. 

The  Commander  allows  a 
program  to  modify  itself  as  it 
runs,  without  loss  of  variables. 
That's  amazing.  It's  also  danger- 
ous, and  some  computer  scien- 
tists might  argue  that  it's  bad 
practice.  The  argument  runs 
like  this:  BASIC  is  intended  to 
be  a  "fixed  framework"  pro- 
gram, and  all  BASIC  programs 
should  be  written  that  way.  Self- 
modifying programs  are  foreign 
to  BASIC:  but  with  the  Com- 
mander, you  can  have  them. 

Ctiainlng  And  Sucti 

Users  may  see  this  feature  as 
one  of  the  great  conveniences  of 
the  Commander.  Chaining  and 


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overlaying  are  rather  complex 
activities  on  a  PET/CBM.  The 
Commander  gives  you  shortcuts 
which  make  the  job  easier.  The 
OVERLAY  command,  for  ex- 
ample, says  "throw  away  the 
old  program  and  variables  and 
start  the  new  one  I  have  named." 
INSERT,  APPEND,  and  DELETE 
commands,  on  the  other  hand, 
allow  the  user  to  modify  or  re- 
place the  running  program  with 
new  programming  and  keep 
going,  complete  with  variables 
in  place. 

The  system  takes  care  of 
most  activity  needed  to  preserve 
variables  (using  what  the  manual 
calls  a  "Common"  facility),  but 
one  kind  of  variable  needs  a  little 
extra  work  to  preserve:  "literal" 
strings.  This  is  the  type  of  string 
defined  by  a  statement  such  as 
X$  =  "PASS  1" .  The  string  is 
used  where  it  lies  in  the  program 
line;  deleting  the  program  line 
will  make  the  string  disappear. 
A  special  Common  command 
may  be  used  to  move  this  kind 
of  string  into  a  safe  place. 

PRINT  USING 

The  PRINT  USING  facility 
doesn't  print;  it  just  formats 
numbers  into  a  string,  from 
which  you  can  print  them.  It  has 
a  reasonable  complement  of  for- 
matting facilities  -  punctuation, 
commas,  etc.  -  but  doesn't  in- 
clude advanced  features  such  as 
floating  dollar  signs,  asterisk  fill, 
or  special  negative  symbols  such 
as  "CR"  or  parentheses, 

A  small  deficiency  of  the 
PRINT  USING  feature  on  the 
package  1  tested  was  that  num- 
bers are  not  rounded;  they  are 
truncated.  This  could  cause  prob- 
lems if  the  user  doesn't  watch 
for  it,  since  a  financial  number 
such  as  6.35  might  be  held  within 
the  computer  as  6.34999999;  this 
would  truncate  to  6.34,  which  is 
wrong.  The  user  can  cover  this 
possibility  by  adding  .005  to  the 
value  before  calling  PRINT 
USING:  but  it  would  be  better  if 
the  Commander  covered  this 
case. 

166    COMPUTE!    October  1983 


Odds  And  Ends 

The  FRAME  and  WINDOW  com- 
mands allow  nice  screen  displays 
to  be  generated  easily.  CON- 
VERT to  ASCII  can  be  useful  to 
interface  to  standard  ASCII  (non- 
Commodore)  printers,  if  the 
interface  hardware  doesn't  do  it 
already  for  you,  RETURN 
CLEAR  allows  you  to  exit  from 
subroutines  and  loops  in  an  un- 
orthodox manner,  and  computed 
GOTO  works  conveniently  and 
well.  The  programmer  should 
use  these  features  with  caution, 
since  they  could  lead  to  "cute" 
programming  that  may  cause 
debugging  problems. 

There  are  two  special  I/O 
commands.  STRING  INPUT 
allows  information  to  be  input 
from  disk,  including  punctuation 
such  as  commas  or  colons;  it's 
an  improvement  over  BASIC, 
which  trips  up  on  these.  There 
are  MAT  PRINT#  and  MAT 
1NPUT#  commands  to  save  and 
recall  arrays;  these  are  written 
and  read  in  a  highly  compacted 
form  to  save  time  and  disk  stor- 
age space.  Files  so  written  are 
not  strongly  compatible  with 
other  programs;  you  would  have 
considerable  difficulty  getting 
them  back  with  a  conventional 
set  of  INPUT  commands,  so 
you'll  want  to  use  MAT  INPUT# 
to  do  the  corresponding  input 
job. 

The  other  MAT  commands 
are  a  simple  set  of  array  com- 
mands which  allow  you  to  clear 
an  array  quickly  (set  to  zero  or 
null  string).  There's  a  gimmick 
which  might  be  useful:  you 
don't  have  to  clear  the  whole 
array,  since  you  can  start  part- 
way through  and  clear  from  that 
point  on. 

Packaging 

The  Commander  comes  in  two 
versions.  Version  11-4  goes  into 
socket  UDll  (or  UD4  on  older 
machines)  and  has  SYS  addresses 
in  the  range  40000  to  40110;  ver- 
sion 12-3  is  for  socket  UD12  (or 
UD3  on  older  machines)  and  has 
SYS  addresses  in  the  range  44000 


to  44110.  If  your  computer  al- 
ready has  one  ROM  chip  in  place, 
you  can  order  the  version  which 
fits  your  blank  socket;  otherwise, 
it  doesn't  matter. 

Documentation  is  complete, 
but  a  little  fuzzy.  The  manual 
will  seem  cryptic  to  the  beginner 
-  for  example,  the  Common  fa- 
cility is  described  in  detail  even 
though  in  most  cases  it's  auto- 
matically invoked  when  needed. 
However,  the  Commander 
comes  with  a  demonstration 
diskette,  which  serves  as  won- 
derful documentation.  The  user 
is  invited  to  stop  the  demonstra- 
tion programs  and  invoke  vari- 
ous features.  By  using  this  disk- 
ette, the  user  will  enjoy  a  well- 
paced  training  experience. 

Programs  written  using  the 
Commander  will  always  need  the 
Commander.  You  must  be  pre- 
pared to  live  with  this;  but  once 
you  do,  you'll  find  a  host  of  dy- 
namic leatures  at  your  fingertips. 

Many  of  the  features  are  use- 
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a  program  modify  itself  while 
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Paranoia 
For  Atari 

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Ants  and  more  ants  march  re- 
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Spiders  bar  pathways  while  spin- 
ning silvery  webs,  knowing  that 
the  threat  of  their  bite  will  make 
wary  any  who  wish  them  harm. 
Wasps  hover  and  dart  about, 
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patterns  only  a  guise  that  will 
better  enable  them  to  deliver  a 
painful  and  harmful  sting. 

Is  this  a  sci-fi  movie  about 
insects  gone  berserk,  on  TV  at 
four  o'clock  in  the  morning?  No, 
it's  Piciuc  Paranoia,  written  by 
Russ  Segal  and  produced  by 
Synapse  Software. 

Picnic  Paranoia  is  a  refresh- 
ingly different  hi-res  arcade 
game  that  is  much  more  than 
just  another  simple  variation  on 
a  theme.  The  only  similarity 
between  Picnic  Paranoia  and, 
say.  Centipedes  or  Millipede  is  that 
insects  are  the  antagonists.  But 
unlike  those  games  and  many 
others,  the  "villains"  in  this 
game  aren't  out  to  attack  you 
directly.  They  are  after  some- 
thing even  better  -  your  food. 

As  the  title  suggests.  Picnic 
Paranoia  deals  with  that  universal 
summer  pleasure,  the  picnic. 
The  game  puts  you  in  the  role  of 
George,  the  beleaguered  pic- 
nicker, and  puts  you  right  in  the 
middle  of  four  rectangular,  food- 
covered  picnic  tables. 

The  tranquility  of  the  mo- 
ment is  shattered,  however,  by 
the  appearance  of  the  first  of 
many  black  ants  intent  upon 
pushing  the  food  off  the  table, 
across  the  lawn,  and  off  the 
screen.  Thev  are  aided  in  their 
endeavors  hy  spiders  (a  real 
nuisance)  and  wasps  (down- 
right vicious)  -  though  neither 
spiders  nor  wasps  have  any  de- 
sire for  your  food. 

Armed  with  a  flyswatter, 
you  must  dispatch  the  insects  as 
quickly  as  possible  and  thus 
prevent  them  from  carrying  off 
your  feast.  It  all  sounds  rather 
simple,  doesn't  it?  Well,  it  isn't. 
Without  quick  reflexes,  intent 
concentration,  and  some  strategy, 
you  are  soon  overwhelmed  by 
the  sheer  number  of  insects 
scurrying  all  over  the  screen. 

How  George  Swats 

The  mechanics  of  Picnic  Paranoia 
are,  for  the  most  part,  clean,  and 
they  function  without  a  hitch. 
George,  who  is  moved  around 

168    COMPim!    October  1983 


the  screen  by  a  joystick,  swats 
the  assorted  nasties  in  one  of 
two  ways.  By  depressing  and 
holding  the  button  on  the  joy- 
stick and  moving  the  stick  slightly 
in  the  direction  George  is  facing, 
he  achieves  one  slap  with  the 
flyswatter.  By  continuing  to 
press  the  joysHck  in  a  given  di- 
rection, he  walks  and  swats  at 
the  same  time.  George  walks 
faster  when  he  isn't  swatting  - 
something  to  keep  in  mind  if  no 
insects  are  in  his  path. 

The  only  aspect  that  takes 
some  getting  used  to  is  the  tech- 
nique needed  to  return  food  to 
the  table  after  it  has  been  pushed 
onto  the  lawn  by  the  ants.  This 
is  important  because  food  on  the 
table  is  worth  more  points  than 
food  on  the  ground,  and  at  least 
one  food  item  must  be  on  a  table 
at  the  end  of  each  round  or  the 
game  comes  to  an  end. 

To  return  food  to  the  table, 
George  must  swat  the  food,  drag 
or  push  it  to  a  table,  and  release 
it  by  swatting  it  again.  The  fire 
button  must  be  released  before 
you  attempt  to  drag  or  push 
the  food . 

Picnic  Paranoia  plays  through 
a  series  of  90-second  rounds. 
During  this  time,  George  can 
score  points  in  two  ways:  (1)  by 
killing  insects,  and  (2)  by  pre- 
venting his  food  from  being 
pushed  off  the  screen.  The  ants, 
spiders,  and  wasps  are  worth 
10,  20,  and  40  points,  respec- 
tively, multiplied  by  the  round 
just  completed.  An  ant  killed  on 
round  five,  for  example,  would 
be  worth  50  points.  The  value  of 
any  food  remaining  at  the  end  of 
each  round  can  range  anywhere 
from  30  to  100  points  times  the 
given  round,  depending  upon 
the  food's  final  position.  Food 
still  on  the  table  is  worth  twice 
as  much  as  food  left  on  the 
ground.  After  the  first  5000 
points  have  been  scored,  and  for 
every  10,000  points  after  that, 
you  earn  a  bonus. 

However,  unlike  most 
games.  Picnic  Paranoia  does  not 
reward  you  with  an  extra  player 


Sivnttijig  at  hordes  of  iiiaynHiiiii^  iiul!^ 
zphile  dodging  n  bee  in  Picnic  Paranoia. 


(you  are  given  three  Georges  at 
the  beginning  of  the  game).  In- 
stead, you  are  given  a  can  of  bug 
spray,  which  can  be  brought 
into  plav  by  hitting  the  space  bar 
on  the  computer.  The  can  of 
spray  then  traverses  the  screen 
three  times,  killing  all  insects  on 
the  screen  at  the  time.  Powerful 
stuff,  but  no  points  are  awarded 
for  insects  sent  to  "bug  heaven" 
by  the  spray.  Special  concepts 
like  the  bug  spray  will  make 
owners  of  Picnic  Paranoia  enjoy 
the  contest  all  the  more. 

Strategic  Moves 

Strategy  enters  the  game  in  sev- 
eral ways.  A  red  "door"  is  lo- 
cated in  the  middle  of  each  of 
the  four  sides  of  the  playing  field. 
By  entering  a  door,  George  is 
able  to  pop  out  on  the  other  side 
of  the  screen.  Making  good  use 
of  the  doors  allows  you  to  quickly 
maneuver  him  around  the  picnic 
grounds,  arrive  at  trouble  areas 
sooner,  and  often  save  food  from 
being  pushed  off  the  screen. 

A  second  strategy  is  so  ob- 
vious that  it  might  be  over- 
looked. Each  insect  is  unique 
and  creates  different  problems. 
By  recognizing  each  insect's 
characteristics,  you  can  deter- 
mine your  best  attack  at  any 
particular  time  during  a  round. 
The  ants  can't  hurt  George,  but 
the}^  are  the  only  insect  that  can 
carry  off  the  food.  This  must 
always  be  foremost  in  your  mind. 

Spiders  can  bite  George, 
sending  him  to  the  middle  of  the 
screen  in  a  state  of  temporary 
paralysis.  However,  the  spiders 


are  most  annoying  for  the  webs 
they  spin,  blocking  pathways 
and  thus  making  movement 
impossible  until  the  webs  are 
swatted  and  destroyed.  Since 
speed  is  an  integral  part  of  the 
game,  the  webs  can  exert  a  sig- 
nificant influence  on  the  eventual 
outcome  of  the  contest. 

Finally,  the  wasp's  sting  is 
more  than  twice  as  potent  as  the 
spider's  bite.  It,  too,  sends 
George  to  the  middle  of  the 
screen,  but  leaves  him  immobile 
much  longer.  The  wasp  is  diffi- 
cult to  hit,  and  as  soon  as  one  is 
eliminated,  another  appears. 
A  third  bit  of  strategy  in- 
volves the  use  of  the  bonus  can 
of  bug  spray.  For  maximum  ben- 
efit, the  timing  must  be  right. 
Use  it  too  early,  and  you  will  still 
have  the  greater  part  of  the  round 
left  to  play.  Use  it  too  late,  and 
you  may  have  wasted  an  oppor- 
tunity to  save  it  for  a  more  crucial 
moment  in  a  following  round. 

The  last  strategy  will  be 
familiar  to  those  who  have 
played  such  games  as  Missile 
Coiiunaiui.  hi  the  later  rounds, 
after  you  have  lost  several  food 
items,  as  vou  undoubtedly  will, 
do  not  waste  your  effort  de- 
fending empty  tables.  Concen- 
trate on  attacking  the  insects 
surrounding  tables  that  still  have 
food  on  them.  Just  as  in  Missile 
Command,  where  it  is  of 
maximum  importance  to  keep  at 
least  one  city  safe  (and  ignore 
empty  earth),  in  Pioiic  Piinuioia 
you  must  keep  at  least  one  piece 
of  food  on  a  table.  Therefore, 
minimize  the  area  you  must 
cover  by,  for  example,  zeroing 
in  on  the  two  tables  with  the 
most  food  on  them. 

Picnic  Paranoia  offers  several 
options  for  the  gamer.  In  what 
has  become  standard  practice 
with  most  video  and  computer 
games,  Picnic  Paranoia  offers  five 
levels  of  difficulty.  Selecting  a 
higher  difficulty  level  simply 
starts  the  game  off  at  an  ad- 
vanced round.  Because  each  90- 
second  round  features  more  and 
more  insects,  by  beginning  at  a 


higher  round,  you  face  a  greater 
challenge  right  from  the  start. 

The  game  also  offers  a  day 
or  night  option.  By  selecting  the 
night  option,  you  change  the 
green  lawn  playing  screen  to  a 
solid  black.  This  is  not  to  suggest, 
however,  that  the  night  option 
is  simplv  cosmetic.  When  you 
are  playing  at  night,  you  cannot 
see  the  picnic  tables,  and  move- 
ment is  difficult.  It  is  easy  to  run 
George  into  a  corner  of  one  of 
the  invisible  tables.  Playing  at 
night  increases  the  difficulty  of 
Picnic  Paranoia  much  more  than 
just  selecting  a  higher  difficulty 
level. 

Picnic  Paranoia  also  offers 
some  of  the  finest  graphics  and 
sound  available  today.  From  the 
opening  song  and  graphics  of 
the  title  page  -  a  delightful 
animation  accompanied  by  a 
rousing  rendition  of  the  "Flight 
of  the  Bumblebee"  -  to  the 
game-ending  animation  where 
literally  scores  of  ants  push 
George  off  the  screen  and  spell 
out  (with  their  bodies)  "THE 
END,"  the  hi-res  graphics  are 
excellent. 

Great  attention  has  been 
paid  to  detail  in  all  areas:  the 
foods  on  the  table  look  absolutely 
edible  and  are  identifiable,  not 
just  shapes  of  familiar  objects. 
George  himself  is  a  sight  to  be- 
hold, complete  with  a  tiny  brush 
mustache  and  hat.  Even  the  in- 
sects are  finely  done,  the  wasp 
drawn  with  constantly  fluttering 
wings,  stripes,  and  stinger. 
George's  face  turns  red  with 
embarrassment  when  stung.  A 
cacophony  of  sounds  matches 
the  graphics  to  round  out  this 
fine  effort,  and,  as  you  would 
expect,  all  animation  is  flicker- 
free. 

Picnic  Paranoia  is  available 
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cassette  or  disk  format.  It  runs 
in  16K. 

Picnic  Paranoia 

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INSIGHT:  Atari 


Bill  Wilkinson 


Last  month,  I  said  that  this  month's  column  would 
include  the  final  part  of  the  series  on  writing  self- 
relocatable  code.  Unfortunately,  that  project  has 
turned  out  to  be  bigger  than  I  thought  it  would 
be,  so  I  am  going  to  put  it  off  a  month  and  devote 
an  entire  column  to  it.  However,  as  compensation, 
I  will  finally  discuss  the  "new"  Atari  graphics 
modes  I  hinted  at  a  couple  of  months  back.  Before 
I  get  to  the  juicy  stuff,  though,  I'd  like  to  continue 
a  little  of  the  ranting  and  raving  that  I  started  last 
month. 

How  To  Shed  50  Kilobytes  Without 
Even  Trying 

I  heard  (from  two  different  sources)  the  official 
Atari  "line"  regarding  the  new  1050  disk  drives. 
It  seems  that  Atari  chose  to  utilize  only  128  bytes 
per  sector  and  only  127K  bytes  of  file  space  per 
driveinorder  to  achieve  "increased  reliability." 
Honest.  Do  you  believe  it? 

Actually,  that's  pure  computer  puckey  (to 
paraphrase  Colonel  Sherman  Potter).  And  it's 
ridiculous  for  several  reasons. 

First  off.  Atari  is  implying  that  double-density 
drives  are  unreliable.  If  that's  true,  then  IBM, 
Radio  Shack,  Commodore,  and  a  lot  of  other  com- 
puter companies  are  in  real  trouble.  Actually, 
Atari  and  Apple  are  the  ony  major  computer  com- 
panies still  relying  on  single-density  technology 
as  their  primary  modus  operandi.  And,  despite 
Atari's  claims,  even  Atari's  1050  is  actually  using 
true  double  density. 

It  turns  out  -  based  on  what  we  have  gleaned 
from  the  specs  of  DOS  III  at  this  time  -  that  Atari 
formats  the  1050  drive  with  40  tracks  of  32  sectors 
each,  with  128  bytes  per  sector.  That's  a  total  of 
160K  bytes.  Most  double-density  manufacturers 
achieve  either  identically  the  same  total  (40  tracks 
times  16  sectors  times  256  bytes)  or  slightly  more 
(40  tracks  times  18  sectors  times  256  bytes  equals 
180K  bytes  -  the  format  used  by  most  Atari^ 
compatible  drives  such  as  Percom,  Astral,  Micro- 
Mainframe,  etc.).  So  why  does  Atari  claim  only 
127K  bytes? 

Real  simple:  DOS  III  only  supports  127K 
bytes.  Shall  1  say  that  I  don't  know  why  Atari 
chose  this  limitation?  With  a  relatively  minor 
modification,  and  by  using  only  another  64  bytes 
of  memory  per  drive,  DOS  III  could  have  sup- 
ported a  full  180K  drive. 

Now,  as  it  turns  out,  I  do  happen  to  know 
the  real  reason  Atari  chose  128  bytes  per  sector. 

170    COMPUn!    October  1983 


And  I  know  this  from  the  most  reliable  of  sources, 
one  of  the  DOS  Ill's  designers. 

It  seems  that  so  many  of  Atari's  own  products 
violate  Atari's  own  "rules"  (especially  those  about 
respecting  the  LOMEM  pointers),  and  so  many 
other  products  also  reach  outside  DOS  to  do  direct 
sector  disk  I/O  that  Atari's  planners  were  fearful 
of  the  impact  of  changing  either  LOMEM  or  the 
sector  size.  Hence  the  scheme  of  DOS  III. 

A  secondary  impact  of  the  LOMEM  problem 
was  that  it  caused  more  and  more  of  DOS  III  to  be 
moved  to  the  diskette  from  memory,  to  be  called 
in  as  overlays  when  the  user  requested  a  function 
not  in  memory.  Even  the  keyboard  menu  proces- 
sor eventually  got  moved  to  disk.  The  result  of  all 
this?  While  DOS  III  may  be  the  easiest-to-use  DOS 
yet,  it  still  suffers  from  the  time-consuming  swaps 
to  a  MEM.SAV  file  when  you  want  to  achieve 
something  as  simple  a,s  getting  a  disk  directory. 

(Of  course,  there  is,a  very,  very  elegant  way 
to  completely  avoid  the  LOMEM  problem  on  the 
new  Atari  XL  computers.  Why  not  move  the  DOS 
into  the  as-yet-unused  extra  memory?  Why  waste 
14K  bytes  of  RAM?  I  probably  shouldn't  drop  this 
idea  in  Atari's  laps  [I  should  sell  it  to  them],  but  it 
will  take  them  at  least  six  months  to  even  discuss 
it,  sol  figure  it's  OK.) 

As  I  said  last  month,  DOS  III  contains  a  nice 
little  file  manager.  It's  a  crying  shame  that  it  wasn't 
released  three  or  four  years  ago,  since  it  seems 
ideally  suited  to  an  810  size  drive.  But  it  doesn't 
look  to  me  like  a  system  for  the  long  haul,  when 
larger  and  larger  drives  become  available  for  the 
new  Atari  computers. 

And  lest  too  many  of  my  critics  cry  "foul"  for 
my  promoting  OSS's  version  4  DOS  (which  will 
allow  up  to  32  megabytes  per  disk  drive),  let  me 
hasten  to  say  that  I  am  not  suggesting  that  version 
4  and  the  1050  are  necessarily  the  answer.  What  I 
am  saying  is  that  Atari  could  have  achieved  virtu- 
ally the  same  results  by  sticking  with  DOS  2.0 
and  extending  it  to  handle  up  to  120K  bytes  of  file 
space  (with  128  byte  sectors  -it  will  handle  240K 
bytes  with  256  byte  sectors). 

Well,  enough.  I  promise  no  more  on  this  sub- 
ject until  I  give  you  the  patches  to  DOS  2.0s  to 
give  you  120K  bytes  on  a  1050.  In  the  meantime, 
ask  yourself  this  question:  if  DOS  III  is  limited  to 
127K  bytes  of  file  space,  how  will  Atari  handle  the 
double-sided,  double-density  drive  in  the 
1450XLD,  which  will  have  a  capacity  of  at  least 
320K  bytes?  Atari,  will  you  answer? 


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One  more  comment.  I  just  want  to  say  that, 
aside  from  the  1050, 1  am  impressed  with  all  of 
Atari's  new  hardware  products.  And  I  even  like 
some  of  their  new  software.  I  think  Atari  is  back 
on  its  feet  and  running  hard. 

Four  Equals  Seven 

Many  of  the  games  currently  on  the  Atari  market 
use  custom-designed  character  sets  for  back- 
ground displays.  The  classic  example  of  this  is,  of 
course.  Eastern  Front  by  Chris  Crawford.  That 
beautiful  scrolling  map  he  displays  is  actually 
composed  of  "characters."  This  works  because  a 
couple  of  the  ANTIC  graphic  modes  allow  the 
programmer  to  treat  each  pair  of  bits  within  a 
character  cell  as  one  of  four  colors. 

In  fact,  by  controlling  the  high  order  bit  of 
the  character  to  be  displayed,  the  programmer 
may  choose  two  different  sets  of  four  colors. 
Which  would  be  really  nice  except  for  the  fact  that 
only  one  of  the  colors  can  change  between  the 
two  sets,  thus  there  is  a  total  of  five  displayable 
colors. 

If  you  don't  remember  and/or  understand  all 
that,  don't  worry.  There's  a  better  way.  A  way 
which  will  get  you  seven  colors!  The  method  only 
works  on  machines  with  a  GTIA  installed,  but  I 
hope  that  all  COMPUTE!  readers  have  added  a  GTIA 
by  now.  (If  you  have  purchased  a  machine  in  the 
last  year  and  a  half  or  so,  you  got  a  GTIA  with 
your  machine.  If  you  have  an  old  machine  with  a 
CTIA,  the  upgrade  cost  is  nominal.) 

The  credit  for  finding  and  documenting  this 
until  now  hidden  feature  of  the  Atari  must  go  to 
Steve  Lawrow,  the  author  of  our  MAC/65  assem- 
bler. He  did  a  nice  job  of  investigating  all  the 
ramifications  and  provided  me  with  the  table 
which  I've  reproduced  here.  Before  I  go  into  the 
details  of  the  table,  though,  let  me  briefly  describe 
how  one  accesses  two  new  Atari  Graphics 
modes. 

Getting  At  The  New  Modes 

First,  the  new  modes  are  variations  on  BASIC 
GRAPHICS  1  and  GRAPHICS  2  {and,  by  exten- 
sion, GR.  17  and  GR.  18).  And  the  method  of  pro- 
ducing the  variations  is  so  simple  that  it's  almost 
funny  that  no  one  stumbled  on  it  before.  Simply 
turn  on  the  GTIA's  special  color  mapping  mode. 
And  what,  pray  te!!,  is  that?  In  this  case,  it  is  the 
upper  bit  of  GPRIOR,  the  priority  select  register. 

GPRIOR  is  a  hardware  register  that  has  its 
OS  shadow  location  at  $026F  (decimal  address 
623).  That  means  (for  those  of  you  not  familiar 
with  shadow  locations)  that  by  changing  the  RAM 
location  $026F  you  cause  the  OS  to  change  the 
appropriate  hardware  register  for  you.  (And  see 
COMPUTEl's  book  Mapping  the  Atari  if  you  need  to 
know  more.) 

172    COMPim:    October  1963 


Briefly,  then,  you  need  simply  to  turn  on  the 
upper  bit  of  GPRIOR  in  order  to  activate  these 
new  modes.  There  are,  however,  some  caveats  to 
be  observed.  Perhaps  the  easiest  way  to  observe 
the  toughest  potential  problem  is  to  turn  on  your 
Atari,  go  into  BASIC,  and  do  a  POKE  623,128. 

What  do  you  see?  Garbage  on  the  screen,  if 
you  have  a  GTIA.  Unfortunately,  activating  the 
GTIA  destroys  the  normal  character  display 
mode(s).  More  on  this  later. 

Now,  on  to  the  table.  When  you  tell  BASIC 
to  PRINT  #6  in  Graphics  modes  1  and  2,  it  prints 
larger  than  normal  characters  to  the  upper  portion 
of  the  screen.  In  particular,  though,  the  characters 
are  available  in  several  different  colors.  Try  this 
little  program  to  see  what  I  mean:  GRAPHICS  2  : 
PRINT  #6;  "AaAa"  (where  the  underlined  char- 
acters are  typed  in  inverse  video). 

And  why  do  you  get  four  different  colors? 
Because  the  upper  three  bits  of  each  of  the  charac- 
ters are  different.  In  particular,  the  upper  three 
bits  for  the  four  characters  shown  are  010,  01 1, 
110,  and  111,  respectively.  Because  you  are  in 
Graphics  mode  2,  all  four  characters  came  out  as 
uppercase  letters. 

Now,  the  bytes  which  are  put  in  screen  mem- 
ory are  actually  translations  of  the  bytes  which 
you  PRINTed.  In  particular,  when  the  bytes 
shown  are  translated  to  screen  codes,  they  end 
up  with  upper  bits  of  00,  01,  10,  and  11,  respec- 
tively. The  upper  two  bits  of  the  bytes  placed  in 
screen  memory  determine  the  color  to  display; 
the  bits  in  the  character  set  determine  which  bits 
will  be  "turned  on"  on  the  screen. 

The  concept  used  in  our  "new"  graphics 
mode  is  similar.  In  particular,  the  upper  two  bits 
of  the  bytes  placed  in  screen  memory  determine 
the  color  MAP  to  use.  The  actual  bits  in  the  char- 
acter set  determine  which  color  will  be  selected 
from  the  appropriate  map.  In  other  words,  we 
have  added  yet  another  level  of  color  indirection 
to  the  Atari! 

In  GRAPHICS  10,  memory  is  organized  in 
groups  of  four  bits.  The  value  of  the  four-bit  nyb- 
bles  determines  which  color  register  is  displayed. 
Thus,  since  there  are  nine  color  registers  (five  for 
the  primary  graphics  and  four  for  player/missile 
graphics),  there  are  a  maximum  of  nine  indepen- 
dently displayable  colors.  (Yes,  I  know  that  you 
can  get  16  colors  in  GRAPHICS  9  and  11;  but  in 
those  cases  the  colors  are  not  truly  independent.) 
In  GRAPHICS  1  -I-  and  2 -f  (well,  I  had  to  call 
them  something,  didn't  I?),  pairs  of  bits  (instead 
of  four-bit  nybbles)  determine  the  color  register  to 
use.  Remember,  though,  that  the  pair  of  bits  can 
only  select  a  color  from  the  particular  MAP  which 
has  been  selected  by  the  two  upper  bits  of  the 
character  on  the  screen. 

And,  finally,  this  implies  that  the  other  six 


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October  1983    COMPtni!    173 


Play  the 

arcade  games 

that  taik  back! 

What  do  Program  Desisn  games  include  for  free 
that  other  companies  charge  you  hundreds  of  dol- 
lars for? 

The  human  voice. 

Only  Program  Design  software  comes  with  a  voice 
based  cassette  synchronized  with  your  Atari  com- 
puter. So  now,  you  not  only  use  your  eyes  and  intel- 
lect to  play  one  of  our  arcade  games.  You  use  your 
ears  too.  Visit  your  nearest  software  dealer  and  take 
a  test  listen. 

DON'T  PLAY  'CUPPER' 
IF  YOU  CAN'T  SWIM! 

You're  the  captain  of  the 
clippership  Flying  Cloud. 
And  there's  never  been  a 
tougher  sea  challenge  than 
your  voyage  from  New  York 
to  San  Francisco  via  Cape 
Horn. 

As  you  cast  off,  the  actual 
sound  of  old  sea  chanteys  fills  the  air.  But  there's  no 
time  for  sinsing,  because  you  have  to  navigate 
through  storms  and  icebergs.  As  if  that  wasn't 
enough,  there's  the  constant  danger  of  being 
thrown  ovz(  board  by  a  mutiny,  so  you  better  know 
how  to  swim.  Remember,  you're  in  charge.  So  pick 
your  cargo,  crew  and  course  very  carefully. 

Defend  'moonbase  io' 
and  the  president  will 
thank  you  personally 

The  voice  of  mission  control  asks  you  to  defend 
Moonbase  lo  from  a  horde  of  alien  invaders.  But  first, 
you  and  your  robot  must  navigate  through  mine 
fields.  Moonbase  lo  combines  three  adventure 
games  in  one.  And  when  your  mission  is  completed 
the  president  will  thank  you  personally  (so  mind 
your  manners).  Moonbase  lo  is  the  winner  of  the 
most  innovative  game  award  from  Electronic  Games 
magazine. 

Clipper  comes  in  32K  disk,  cassette  &  joystick  or  24K  cas- 
sette &  joystick.  Moonbase  lo  comes  in  24K  disk,  cassette 
and  joystick  or  16K  cassette  &  joystick. 


bits  of  the  character  on  the  screen  select  the  par- 
ticular character  from  the  character  set  memory, 
just  as  normal  GRAPHICS  1  and  2  do. 

Does  that  sound  complicated?  It  should,  be- 
cause it  is.  Anyway,  now  is  the  time  to  look  at  the 
table.  It  shows  the  MAPs  that  are  available. 

Color  Selection  Under  GRAPHICS  1  +  And  2  + 


Bit  Pairs  Of  Color 

Selectors  In  Character  Memory 

Upper  Bits 

of  Character 

00 

01 

10 

11 

on  Screen 

(Map  Selector) 

00 

704 

704 

704 

704 

01 

704 

705 

712 

709 

10 

704 

706 

712 

712 

11 

704 

707 

712 

711 

And,  you  presumably  ask,  what  are  the  num- 
bers shown  in  the  table?  Simply  the  location  of 
the  color  register  which  will  be  displayed  when 
you  use  the  given  bits  within  the  given  map.  For 
example,  704  is  PMCOLO  (player  color  0)  and  712 
is  PFCOL5  (playfield  color  5).  However,  the  easiest 
way  to  change  the  color  registers,  in  this  instance, 
might  be  to  refer  to  them  via  the  locations  shown 
in  the  table. 

So,  writing  POKE  704,0  will  make  the  back- 
ground color  black.  Writing  POKE  712,152  will 
give  you  a  nice  blue  for  bit  pattern  10  in  MAPs  01, 
10,  and  11.  A  little  observation  of  the  table  will 
show  you  that  MAP  00  is  essentially  useless:  it 
always  gives  you  the  background  color,  regardless 
of  the  bit  patterns  in  the  character  memory. 

On  the  other  hand,  bit  pattern  00  always  gives 
you  background  color,  regardless  of  the  MAP 
used,  so  it  may  prove  useful  in  many  cir- 
cumstances. For  the  rest,  note  that  MAP  10  gives 
you  only  three  colors,  but  it  is  the  only  MAP  which 
gives  color  2  (706).  Sigh.  The  system  is  not  totally 
flexible,  but  it  is  handy. 

First  thing  next  month  we'll  put  this  all  to- 
gether with  a  little  BASIC  program  that  demon- 
strates the  capabilities  of  the  new  modes.  @ 


Program  Design,  Inc.  95  East  Putnam  Avenue, 
Greenwich,  CT  06830 

*Atari  IS  a  trademark  of  Atari,  Inc. 


Use  the  handy 

reader  service  cards 

in  the  back  of  the 

magazine  for 

infornnation  on 

products  advertised  in 

COMPUTE! 


COMPUTE'S 

The  Atari  BASIC  Sourcebook 


/^thors:  Bill  Wilkinson, 

Kathleen  O'Brien,  and  p  ui-  u     - 

Paul  Laughton  i  uwisher  s  Foreword 

Price:         S 1 2.95  Acknowledgments X 

On  Sale:    Now  Preface vii 

ix 

if  you  program  In  BASIC,  you  know  about  ^         "®'  '"S'**^  Atari  BASIC 

commands  like  PRINT,  GOSUB,  IF-THEN,  and  i     Atari  BAcirr-  a  t-r;„i,  i       i  t 

others.  2     Internal "--    ^^^^^^                                            1 

But  did  you  know  that  each  of  these  3     Mer^^^iVf  ^    Overview ^ 

commands  is  actually  a  mini-program  in          -  ^"^y  r^f ^S^ to 

itself?  Atari  BASIC  is  a  collection  of  machine  ^    i.^Sfam  i^ditor  -i 

language  routines  that  tell  the  computer  ^    The  Pre-compiler iz. 

what  to  do,  how  to  do  it,  and  what  to  do  next.  6    Execution  Overview  .  .              

Atari  BASIC  is  a  powerful  and  versatile  7    Execute  Expression    "^^ 

language.  Now  available  from  COMPUTE!  8     Execution  Boundarv  Condition. ^^ 

Books,  The  Aiari  BASIC  Sourcebook  offers  9    Program  Flow  cZtlflfl          71 

Atari  programmers  a  chance  to  look  inside  .n    TowS^  p               .^"^^  ^^''*^"'^"*^ 75 

the  language  -  directly  to  the  source  code  ., .     Tu.^t      rogram  Save  and  Load '   o. 

that  is  Atari  BASIC.  ]l     Y"""  4^^  ^""^  ^^'^^^  Statements   .                   o  J 

Authors  Bill  Wilkinson,  Kathleen  O'Brien,  ];*     Atari  Hardware  Control  Statements             m 

and  Paul  Laughton,  the  people  who  wrote  ''3     External  Data  I/O  Statements               a 

Atari  BASIC,  take  you  on  a  tour  through  the  14    Internal  I/O  Statements             

language.  They  explain  how  it  works  and  15    Miscellaneous  Statements '^'^^ 

how  you  can  make  it  work  for  you.  16     Initialization                          ^^^ 

The  Atari  BASIC  Sourcebook  answers  109 

these  questions  (and  more):  Part  Twn*  niro^-fi.,  a- 

•  When  you  RUN  a  BASIC  program,  ^"  '"'°'  L»"ectly  Accessing  Atari  BASIC 
what  is  really  going  on  inside  the  Introduction  to  Part  Two 

.  HoTdSs  the  computer  know  how  I     ^f^^^^""^^!  'l^^'^bers  .' ; : : .'  ]  \  \  [  :.[:[[:::[ JI5 

to  handle  a  FOR-NEXT  loop?  How  ,       EEfGng  and  POKEing   i.}^ 

does  it  RETURN  from  a  subroutine?  ^     Listmg  Variables  in  Use ^ZZ 

•  Where  do  ERROR  messages  come  *♦     Variable  Values j^i''^ 

from?  How  does  the  computer  know  5     Examining  the  Statement  Table 

what's  wrong?  6     Viewing  the  Runtime  Stack          ^'^^ 

•  How  does  your  Atari  decide  which  7    Fixed  Tokens ^^'^ 

mathematical  operation  to  perform  5    What  Takes  Precedence?' .' ^^^ 

•  Why  do  some  tasks  take  so  long,  ®    ^^'"S  ^^at  We  Know  ...['.'.][  \  [  [  [  [  [  ]  [  ]  [ '  _'  _'  _'  _' ' ' " '  ' '  "g 
while  others  happen  almost  instantly?  p  ^  Throa   At     ■  oac 

•  Why  does  the  computer  sometimes  '  '  nree:  Atari  BASIC  Source  Code 
lock  up  when  you  delete  lines  from  Source  Code  Listine 

a  program?  o  *  ■ ' 14'^ 

•  How  does  the  computer  interpret  AnnpnHir'OE 
words  and  symbols  like  GOTO,  INT,  ^PK«:"""-es 

CHRS,^a^d=?  A      Macros  in  Source  Code 

•  How  can  a  machine  language  pro-  h      tt,    d         -"juilc  v^oae ^ 

grammer  take  advantage  of  the  so-  "      /^^  °"gs  m  Atari  BASIC ;;^ 

phisticated  routines  in  Atari  BASIC?  *-      Labels  and  Hexadecimal  Addresses . .         ii^ 

Intermediate  to  advanced  Atari  program-  j                                                                      ^°1 

mers  will  find  a  wealth  of  useful  and  m-  index 

teresting  information  in  The  Atari  BASIC  285 

Sourcebook.  r.:..-^.-.. 

Much  more  than  a  simple  source  code  listing,  -   '  '  """' 

this  book  explains  how  BASIC  works  and  why.  All  major  routines  are  examined  and  explored.  The  authors  go  into  detail  about  the 
internal  design,  the  stack,  inpui/output  statements,  and  much  more.  When  you  finish  reading  this  book,  you  will  have  an  in-depth 
understanding  of  how  to  put  Atari  BASIC  to  work  for  you  in  ways  you  never  thought  possible. 

The  Atari  BASIC  Sourcebook  is  available  at  many  computer  stores  and  bookstores,  and  can  also  be  ordered  directly  from 
COMPUTE!  Books 

Available  at  computer  dealers  and  bookstores  nationwide.  To  order  directly  call  TOLL  FREE  800-334-0868.  In  North  Carolina  call 
9 1 9-275-9809.  Or  send  check  or  money  order  to  COMPOTE!  Books,  P.O.  Box  5406.  Greensboro,  NC  27403. 

Add  S2  shipping  and  handling.  OuKlde  Ihe  U.S.  add  S5  for  air  mail,  S2  for  surface  mail.  Ail  orders  prepaid,  U.S-  funds  only. 


64  EXPLORER 


Lorry  Isaacs 


We  are  pleased  to  welcome  Larry  Isaacs  and  his  new 
column,  "64  Explorer,"  to  the  pages  of  COMPUTE!. 
Larry  has  extensive  experience  in  programming  with 
6502-based  machines. 

To  get  things  started,  here's  the  first  of  a  two-part 
article  on  a  little  understood  but  important  feature  of 
BASIC,  the  STATUS  variable. 


This  is  the  first  of  a  two-part  series  dealing  with  a 
feature  of  BASIC  which  is  not  too  well 
documented,  the  STATUS  variable.  It  is  used  to 
detect  the  success  or  failure  of  input/output  oper- 
ations. I  came  to  this  reahzahon  while  writing  a 
disk  copy  program.  At  one  point  I  thought  I  had 
the  program  fully  operational.  I  was  surprised  to 
discover  that  the  program  was  copying  all  but  the 
last  byte  in  the  file,  causing  the  copy  to  be  one 
byte  shorter  than  the  original. 

Fortunately  I  was  able  to  quickly  determine 
that  the  problem  was  not  in  my  programming. 
The  program  worked  exactly  as  1  intended  it  to. 
Instead,  my  error  was  that  I  made  an  assumption 
concerning  the  STATUS  variable  which  turned 
out  to  be  incorrect.  An  error  arising  from  an  er- 
roneous assumption  can  be  a  very  tough  one  to 
find.  Everything  looks  right,  and  doesn't  work. 

Tracking  Down  A  Mistake 

After  discovering  my  error,  I  reread  the 
documentation  to  find  where  I  might  have  over- 
looked something  relahng  to  my  mistake.  (By 
documentation,  I  mean  the  Commodore  64  Pro- 
grammer's Reference  Guide  and  the  2541  Floppy  Disk 
User's  Manual.)  After  a  thorough  reading,  I  wasn't 
able  to  find  anything  saying  that  my  assumption 
wasn't  valid.  I  even  found  an  example  program  in 
the  1541  User's  Guide  which  makes  the  same  mis- 
take I  did.  Fortunately,  I  had  some  previous  ex- 
perience which  led  me  to  quickly  suspect  and 
correct  my  assumption.  It  can  be  quite  frustrating 
if  you  don't  have  that  experience,  and  have  to 
acquire  it  the  hard  way.  Since  the  STATUS  variable 
is  not  documented  very  thoroughly,  and  is  crucial 
to  proper  I/O  (input/output)  communications, 
perhaps  we  should  try  to  discover  the  necessary 
information  ourselves.  The  all-important  question 
we  need  to  answer  is;  "What  does  the  STATUS 
variable  really  tell  us?" 

176    COMPUH!    October  W83 


Before  starting  our  investigation,  a  little  in- 
troduction to  the  STATUS  variable  may  prove 
helpful.  The  purpose  of  the  STATUS  variable  is  to 
provide  an  indication  of  the  completion  status  of 
the  last  input/output  operation.  It  is  supposed  to 
indicate,  among  other  things,  when  an  error  oc- 
curs in  the  I/O  operahon,  and  when  the  end  of 
the  data  is  reached  while  reading  a  file.  The  end 
of  the  data  in  a  file  is  more  commonly  called  end- 
of-fiie,  abbreviated  EOF.  My  invalid  assumption 
involved  this  EOF  indication. 

The  STATUS  variable  acts  like  a  normal  vari- 
able in  most  respects.  It  may  be  used  in  an  ex- 
pression just  like  any  other  variable,  and  may  be 
abbreviated  ST.  However,  it  differs  from  other 
variables  in  that  you  can't  give  it  a  value.  It  only 
returns  a  value.  Here  are  a  few  examples  showing 
how  the  ST  variable  might  be  correctly  used: 

1050  SS=ST: REM  SAVE  THE  STATUS  IN  VARIABL 

E  SS 
2000  IF  STO0  GOTO  9999 
3110  EOI=ST  AND  64: REM  GET  EOI  STATUS 

An  example  of  an  incorrect  use  of  the  ST  vari- 
able would  be: 

100ST  =  ST-64 

where  the  statement  attempts  to  assign  a  value  to 
ST.  This  results  in  a  SYNTAX  ERROR. 

STATUS  Can  Catch  Errors 

The  value  returned  by  the  STATUS  variable  is 
used  to  detect  if  anything  unusual  happened  dur- 
ing the  last  I/O  operation.  The  unusual  things 
that  may  occur  will  vary  depending  on  which 
device  is  involved.  The  Reference  Guide  describes 
the  meaning  of  the  STATUS  variable  only  for  the 
cassette  and  serial  bus  devices,  such  as  the  1541 
disk  drive.  Therefore,  we  will  concentrate  on 
these.  In  either  case,  the  value  returned  by  the  ST 
variable  will  be  a  signed  byte.  To  keep  things  simple, 
think  of  this  as  a  byte  of  memory  holding  a  number 
which  can  range  from  -128  to  4- 127.  This  differs 
from  an  unsigned  byte  which  can  hold  values  from 
0  to  255. 

Instead  of  getting  into  a  discussion  of  bits 
and  binary  numbers,  we  will  interpret  the  un- 
signed byte  as  being  the  sum  of  a  unique  combi- 
nation of  numbers  from  the  group:  1,  2,  4,  8,  16, 
32,  64,  -128.  An  important  restriction  is  that  these 


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numbers  may  appear  in  the  sum  only  once.  The 
presence  of  one  of  these  numbers  in  the  sum 
equivalent  to  the  value  of  ST  will  indicate  the  pre- 
sence of  a  particular  condition.  Let's  explain  this  a 
little  further. 

You  can  find  which  numbers  make  up  the 
sum  by  repeating  the  following  steps,  using  the 
ST  value  as  the  initial  remainder:  (1)  Subtract  the 
next  number  in  the  group  from  the  current  re- 
mainder, starting  with  -128  and  proceeding  to- 
ward 1.  Subtracting  -128  is  the  same  as  adding 
+ 128.  (2)  If  the  result  is  positive  and  less  than 
128,  include  the  subtracted  number  in  the  sum 
and  use  the  result  as  a  new  remainder.  (3)  If  the 
result  is  negative  or  greater  than  or  equal  to  128, 
don't  include  the  subtracted  number  in  the  sum, 
and  then  keep  the  old  remainder.  When  the  re- 
mainder becomes  zero,  you  will  have  the  numbers 
which  make  up  the  sum.  Here  are  a  couple  of 
examples  to  show  how  it's  done. 


ST=  115 

-  64 

(-128  IGNORED,  115  + 128>128) 

51 

-  32 

19 

-  16 

3 

-  2 

(64  INCLUDED) 

(32  INCLUDED) 

(16  INCLUDED) 

(8  AND  4  IGNORED) 

1 
-     1 

(2  INCLUDED) 

0      (1  INCLUDED) 

115=  64  +  32  +  16-1-2  +  1 

ST=  -120 
+  128 

8 
-     8 

(128  INCLUDED) 
(64,32,16  IGNORED) 

0      (8  INCLUDED,  4,2,1  IGNORED) 
-120=  -128  +  8 

Using  STATUS  With  Tape 

Since  more  readers  are  likely  to  have  the  cassette 
unit  instead  of  a  disk  drive,  we  will  first  investigate 
the  STATUS  variable  as  it  relates  to  cassette.  To 
begin,  let's  take  a  look  at  what  the  STATUS  vari- 
able indicates  when  accessing  the  cassette. 

VALUE     MEANING 


1 

not  used 

2 

not  used 

4 

SHORT BLOCK 

8 

LONG  BLOCK 

16 

UNRECOVERABLE  READ  ERROR 

32 

CHECKSUM  ERROR 

64 

END  OF  FILE 

-128 

ENDOFTAPE 

(Note:  This  information  can  be  found  in  the  Com- 
modore 64  Programmer's  Reference  Guide  on  page 
85.) 

Since  the  END  OF  FILE  indication  was  the 
one  I  had  trouble  with,  let's  begin  there.  The  pri- 

178     COMPUTEr    October  1983 


mary  question  we  want  to  answer  is  "When  will 
the  STATUS  variable  indicate  we  are  at  EOF?" 
Will  EOF  be  indicated  as  the  last  byte  of  the  file  is 
read,  or  will  EOF  be  indicated  when  you  try  to 
read  one  byte  beyond  the  last  byte? 

To  answer  this,  all  we  need  is  a  simple  little 
test  program.  This  test  program  should  first  write 
a  cassette  file  containing  a  few  bytes.  Then  it 
should  instruct  us  to  rewind  the  cassette.  Finally, 
it  should  read  the  cassette  file,  displaying  each 
byte  and  the  ST  variable  as  each  byte  is  read.  Here 
is  a  test  program  to  do  this,  which  will  be  called 
"TESTl": 

100    OPEN  1,1,2, "TEST" 

110  PRINT#1, "ABC"; : CLOSE  1 

200  PRINT  "REWIND  THE  CASSETTE." 

210  PRINT  "PRESS  RETURN  WHEN  READY." 

220  INPUT  Z$ 

300  OPEN  1,1,0,  "TEST" 

310  FOR  1=1  TO  5 

320  GET#1,Z$: PRINT  I , Z$ , ASC{ Z?+CHR$ (0) ) , S 

T 
330  NEXT  I: CLOSE  1 

As  you  can  see,  lines  100-110  write  the  file, 
200-220  ask  you  to  rewind  the  cassette,  and  300-330 
read  the  file.  The  2  in  the  OPEN  command  in  line 
100  specifies  that  the  file  is  being  opened  for  writ- 
ing with  an  END  OF  TAPE  marker  to  be  written 
when  the  file  is  closed.  You  might  note  that  the 
program  reads  five  bytes  from  the  file,  though 
only  three  bytes  are  written.  This  is  done  so  we 
might  answer  another  question,  namely,  "What 
happens  if  you  read  past  the  end  of  the  file?"  Ex- 
ecuting TEST  1  will  cause  the  following  to  appear 
on  the  display  screen: 

PRESS  RECORD  &  PLAY  ON  TAPE 

OK 

REWIND  THE  CASSETTE. 

PRESS  RETURN  WHEN  READY. 

7 

PRESS  PLAY  ON  TAPE 


OK 

1 

A 

65 

0 

2 

B 

66 

0 

3 

C 

67 

64 

4 

0 

0 

5 

T 

84 

0 

This  includes  all  of  the  prompts  which  occur 
during  program  execution.  Since  it  is  the  displayed 
data  which  will  answer  our  questions,  we'll  limit 
ourselves  to  that  in  the  tests  which  follow. 

The  first  column  of  the  displayed  data  shows 
a  count  of  the  bytes  in  the  file.  The  second  column 
displays  the  character,  with  the  third  column 
giving  the  numeric  value  (called  the  ASCII  value) 
of  the  character.  The  last  column  shows  the  value 
of  the  ST  variable  after  the  GET  command  which 
fetched  the  character. 

From  this  data,  we  are  now  prepared  to  an- 
swer the  first  question.  The  EOF  indication 
appears  with  the  reading  of  the  last  byte  of  the 


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cassette  file. 

Concerning  the  second  question,  we  now 
have  some  test  results  to  examine.  First,  note  that 
the  test  program  read  the  two  additional  bytes 
with  no  apparent  ill  effects  -  no  errors  occurred, 
etc.  Second,  we  can  see  the  EOF  indication  went 
off  once  the  next  byte  was  read.  And  third,  notice 
■the  first  byte  following  the  last  one  we  wrote  (i.e., 
the  C)  is  suspiciously  a  zero.  Since  a  zero  byte 
doesn't  correspond  to  a  displayable  character, 
there  is  a  blank  space  in  the  second  column  where 
a  character  would  have  been.  Zero  bytes  are  often 
used  when  there  is  need  of  a  byte  which  marks 
the  end  of  something.  Thus,  it  is  not  too  surprising 
to  find  one  here.  But  if  a  zero  byte  is  being  used 
to  mark  the  end  of  a  file,  what  is  going  to  happen 
if  a  zero  byte  is  written  as  part  of  the  data  in  the 
file?  To  answer  this  question,  let's  modify  the 
TEST  1  program  to  make  another  test  program. 
Make  the  following  changes  to  TEST  1  to  make 
"TEST  2": 

100    PRINT#l,"A"rCHR${0);"C"r :CLOSE    1 

As  you  can  see,  TEST  2  will  write  a  zero  byte 
in  place  of  the  "B"  written  by  TEST  1.  Executing 
the  TEST  2  program  displays  the  following  results: 

1  A  65  64 

2  0  0 

3  C  67  64 

4  0  0 

5  T  84  0 

Ah  ha!  This  time  we  got  two  EOFs.  Since  it's 
not  possible  for  a  file  to  have  two  ends,  one  must 
conclude  that  what  is  given  as  an  EOF  indication, 
strictly  speaking,  doesn't  indicate  EOF.  Instead  it 
is  a  "next  byte  is  a  zero"  indication.  Provided  you 
do  not  write  any  zeros  as  part  of  your  data,  then 
the  zero  byte  at  the  end  (which  is  added  automat- 
ically by  the  64)  might  properly  provide  the  EOF 
indication.  However,  if  you  should  accidentally 
read  past  the  end  of  your  data,  you  could  be  in 
trouble.  It  doesn't  appear  that  the  GET#  command 
can  tell  if  you've  passed  the  end  of  the  file. 

The  Cassette  Buffer 

At  this  point,  you  might  be  wondering  where  the 
data  is  coming  from  once  you  read  past  the  end  of 
the  file.  The  answer  to  this  is  fairly  simple. 
Whenever  data  is  read  or  written  to  a  cassette  file, 
it  will  be  done  in  groups  of  191  bytes,  called  blocks. 
There  is  an  area  of  memory  reserved  to  hold  this 
block,  called  the  cassette  tape  I/O  buffer.  In  the  case 
of  writing  a  cassette  file,  the  data  is  stored  in  the 
cassette  buffer  until  the  buffer  becomes  full  (that 
is,  contains  191  bytes).  At  this  point  the  BASIC 
program  will  temporarily  stop  executing  while 
the  cassette  motor  is  turned  on  and  the  buffer 
contents  written  to  the  cassette. 

Now  the  buffer  is  considered  empty,  and 

180    COMPUTE!    October  1983 


execution  of  the  BASIC  program  resumes.  When 
the  buffer  becomes  full  again,  another  block  is 
written.  When  the  program  closes  the  cassette 
file,  a  zero  byte  is  placed  following  the  most  recent 
byte  stored  in  the  buffer  and  the  entire  buffer 
written  as  the  last  block  in  the  file.  This  means 
there  may  be  bytes  following  the  zero  byte  which 
are  left  over  from  the  previous  buffer  full. 

A  similar  process  occurs  for  reading  a  cassette 
file.  Blocks  are  read  from  the  cassette  into  the 
cassette  buffer,  and  then  read  from  the  buffer 
until  it  becomes  empty.  As  you  might  have 
guessed  by  now,  the  bytes  we  are  reading  after 
the  end  of  the  file  are  the  leftover  bytes  in  the 
buffer. 

So  far,  our  two  test  programs  wrote  only  three 
bytes  to  the  file.  This  implies  that  our  cassette  file 
contains  only  one  block  of  data.  Since  our  test 
programs  wrote  an  END  OF  TAPE  marker  fol- 
lowing the  file,  it  might  be  interesting  to  find  out 
what  will  happen  if  we  read  past  the  one  block. 
To  find  out,  make  the  following  change  to  the 
TEST  2  program  to  make  "TEST  3": 

310    FOR    1=1    TO   196 

This  reads  five  bytes  past  the  one  block  of 
data  in  the  cassette  file.  Executing  the  TEST  3  pro- 
gram displays  the  following  as  the  last  five  lines. 


192 

< 

60 

0 

193 

3 

0 

194 

Bc^ 

252 

0 

195 

3 

0 

196 

32 

0 

The  EC3  is  the  character  which  would  be  entered 
by  pressing  the  COMMODORE  key  plus  C.  The 
first  four  numbers  turn  out  to  be  the  beginning 
and  ending  addresses  of  the  cassette  I/O  buffer. 
From  this  I  would  assume  that  the  END  OF  TAPE 
marker  is  simply  an  additional  191-byte  block 
written  after  the  file.  It  seems  to  have  no  ter- 
minating effect  while  data  is  being  read.  I  suspect 
that  the  END  OF  TAPE  marker  has  an  effect  only 
if  encountered  while  the  64  is  searching  for  a  file 
with  a  specific  name. 

Well,  that's  about  all  the  experimenting  we 
have  space  for  in  this  column.  In  next  month's 
column  we  will  continue  with  a  few  more  experi- 
ments on  the  cassette,  then  look  into  the  disk 
drive.  © 


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Based  on  geometrical  principles,  tliis  program  uses 
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patterns.  A  screen  menu  makes  it  very  easy  to  use. 
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"Spiralizer"  is  a  program  for  making  patterns  on 
the  high-resolution  screen  of  the  Apple  II.  It  makes 
patterns  very  much  like  those  made  on  the  non- 
computer  game  called  Spirograph,  which  has 
tooth  wheels  of  different  sizes.  However,  the 
spiralizer  can  create  a  far  greater  number  of 
combinations. 

The  patterns  are  actually  made  by  two  radii  - 
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linearly  moving  center  (depending  on  your  input), 
and  the  center  of  the  other  radius  is  the  free  edge 
of  the  first  one. 

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features. 

Running  The  Program 

After  typing  RUN  and  RETURN,  you  are  asked  to 
type  in  the  relative  speed  between  the  two  radii. 


This  is  actually  the  number  of  loops  the  pattern  is 
going  to  have.  You  can  choose  an  answer  between 
-50  and  50.  If  you  type  4  and  RETURN,  your  pat- 
tern will  have  four  complete  loops.  If  you  type  -6 
there  will  be  six  loops,  but  they'll  be  on  the  inner 
side  of  the  pattern. 

Use  the  back  arrow  to  delete  a  character.  If 
you  simply  press  RETURN  without  typing  in  a 
number,  the  program  will  default  to  a  value  of  5, 
and  will  print  it  on  the  menu.  Large  numbers 
cause  the  program  to  draw  straight  segments, 
because  of  the  large  steps.  The  patterns  thus  pro- 
duced are  quite  nice,  too. 

A  pattern  with  three  loops  is  easily  under- 
stood, but  what  would  a  pattern  with  two  loops 
look  like?  How  about  one  loop?  Could  a  pattern 
possibly  have  zero  loops?  Try  them  and  see. 

The  second  number  you  are  asked  to  enter  is 
the  radius.  This  determines  the  ratio  of  the  radii. 
You  can  choose  any  number  between  1  and  60.  A 
small  number  would  make  the  inner  radius  small 
and  the  outer  radius  large,  and  vice  versa.  Like 
the  first  input,  you  can  simply  press  RETURN 
and  take  the  default  value  of  35. 

Next  you  are  asked  for  the  spin.  An  answer 
larger  than  1  will  make  the  pattern  rotate  while  it 


"Spiralizer,"  Atari  version. 

182     COMPUTE!     October  1983 


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□  Simon's  Basic  •  From  England 

89.00 

n  Juki  6100  Office-Type  Letter  Quality 

499,00 

18  CPS  Printer 

[:i  New!  80  Column  Board  for C-64 

99.00 

If  you  are  looking  for  the  best  new  64  software, 

call  us  TOLL  FREE 

l-800-55a4801 


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*No  further  discounts  apply. 


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ftTel^ideo 


TEniWIINALB 

910 S559.00 

912 $8S9.00 

920 S739.00 

925 S719.00 

950 $9  2  9 .00 

970  CALL 

COMPUTE«1S 

800A - -    .S1099.OO 

B02 t2699.00 

803 $1949.00 

B02H 14695.00 

aO6/20 S4999.00 

816/40 S91  99.00 

1602 $3399.00 

1603 CALL 


IVIODEMS 

HAYES 

Smart.  --. . 

Smart  1200  11200  Baud)  ... 

CKronograf>h 

Micromodem  1  OO 

Micramodem  II  

Micromodem  II  (wiihiermj,. , 

Sman  Com  tl 

Smart  1200B 

NOVATION 

J-Cal  

Cat 

D-Cat 

103  Smart  Cat  

Appls  Cat  II  

103/212  Smart  Cat 

212  Apple  Cat  II  

Apple  Cat  II  21 2  Upgrade 

ANCHOR 

Mark  l(RS-232) 

Mark  II  (Atari) 

Mark  111  (T..I.  99) 

Mark  IV(CBM-PET) 

Mark  V  (Osborne} 

Mark  VI  (IBM-PC)  

MarKVIHAulo  Ana/Auto  Dial)  .. 

Mark  VIII  

TRS-80  Color  Com pijto_r  ... 
9  Voll  Power  Supply...'.... 


$219-00 
$519.09 
$199.00 
$309.00 
$279.00 
$299,00 
..$99.00 
$469.00 

$1  19.00 
$144. OO 
$159.00 
$1S9.00 
$279.00 
$439.00 
$609.00 
$309.00 

..$79.00 
..$79.00 

$109.00 
$125,00 
..S9S.0O 
$179.00 
.S1 19.00 
$269.00 
..S99.0O 
...»9.0O 


^s^ 


HE-1 $1369.00 

IIE-2 $1649.00 

IIE-3 $2399,00 

IIE-4 $3199.00 

PC-E $1579.00 

PC-1 $2399.00 

PC-2 $2799.00 

PC-XL $3599.00 

1620 ..$3599.00 

1630 $5499.00 

1 640 $6499-00 

Cyma  SoftwAe CALL 

MOIMITORS 

AMOEK 

300G $1  49.0O 

30OA  - $  1  59. 00 

310A  $169.00 

Color  I $2 79.00 

Color  I  plus  $299.00 

Color  II $399.00 

Color  III $349.00 

Color  IV $999,O0 

UBI 

Pi  t.  9"  G $99.00 

Pi  2.  12"  G $l19.0O 

Pi  3.  12"  A  $159.00 

Pi  4.  9"  A $139.0O 

1 400  Color $299.00 

ZENITH 

ZVM  121 $95-00 

ZT1  Terminal $369-00 

BMC 

12"  Ctesn $85.00 

9191  13"  Color $299.00 

TAXAN 

12  N  Green.- $1  29.00 

12  A  Amber  $139.00 

PANASONIC 

TR  120  Hi-res   Green $159.00 

CT  160  Dual  Mode  Color  ..   $299.00 
NEC 

JB  1260 $1  19.00 

JB  1201  $149.00 

JC  1212 $299.00 

JC12-202 $299. 00 

JC  1  203 $469.00 

GORILL^A 
12"  Green $89.00 


NEC  3S5aPmiMTEF9.  . .  S-l  799 

p  E  R  c  a  IV1/TA  N  cro  IVI 
omvE 

5'A"320K  Floppy $279  00 

10  Meg  Hard $1495.00 

AMDEK 

310A  Amber  Monitor  $169.00 

DXY  100  Plotter $599.00 

Color  II $399.00 

AST 

Combo  Plus  CALL 

Mega  Plus CALL 

Mega  Pack CALL 

I/O  Plus CALL 

PROFESSIONAL 

SOFT\A/ARE 

PC  Plus  Word  Processing   ...S319.00 

MICRO  PRO 

Word  Slar/Mail  Merge $319.00 

IntoStar  $299.00 

Spell  Stat $159.00 

CallSlar $  1  59,00 

MICROSTUF 
Crosstalk $139.00 

MICROSOFT 

Multiplan $199.00 

ASHTON-TATE 
D-Base  II $419.00 

lUB 

EasyWntor  II $209.00 

EasySpeller $1  29.00 

EasyFiler $  1  29.00 

CONTINENTAL 

SOFTWARE 

1  SI  Class  Mail/Form  Letter  ,  ,  .$B9.00 

The  Home  Accountant  Plus  .  ,.S109,(Xi 

SYNAPSE 

File  Manager SI  19.O0 

LOTUS 

123 $369.00 

PFB 
APRLE  IBIV1 

File  $69.00  $99.00 

Report  $69.00  $89.00 

Graph  $89.00  $99.00 

Write  n/a  S99.00 

KRAFT 

IBM  JoysUCk  $55.00 

ISM  Paddles $39.00 

QUAD  RAM   CALL 


^SANVO 


SANYO 

MBC-5SS $795.00 

MBC-1000 ,...$1599.00 

MBC-1  60  Drive $539.00 

PR5500  Letter  Quality  Pri  nter . . .  S699  00 


PRINTERS 

EPSON 

MXaO  FT,  MX10O CALL 

RX80 CALL 

FXeO.  FX1  00 CALL 

OKI  DATA 

82,  83,  84  CALL 

92.  93 CALL 

STAR 

Stic  80 $169.00 

Gemmt  10 $299.00 

Gemini  IS $479.00 

Serial  Board $75.00 

SIVIITH  CORONA 

TP-1  $469.00 

TP-2 CALL 

Tractor  Feed  . $1  29.00 

C.ITOH 

Gorilla $209.00 

Prowriter  851  OP  $379.00 

Prowriter  1550P  $689.00 

Starwriter  F10-40P $1149.00 

Printmaster  F10-55P $1569.00 

Tractor  Feed SI 09.00 

□  lABYUVRITER 

2000  Letter  Ouality $1149.00 

2  500  ...."r«EW CALL 

Tractor  Feed $109.00 

OIABLO 

620 $949.00 

630 $1769.00 

lOB 

Call  for  ALL  Configurations  on 

lOS  PRISM  PRINTERS. 

NEC 

8023 $399.00 

7710/7730 $2149.00 

3510/3530 S1S4S.00 


HEWLETT 
PACKARD 

m 

IPai  CV. . .  SS09.CX] 

HP  7B S7'4a.OO 

HP41C $146-00 

HP  IOC  $52.00 

HP11C  $69.00 

HP  12C  $92.00 

HP  ISC $92-00 

HP  16C $92.00 

For  HP41/41CV 

HPIL  Module $99. OO 

HPIL  Cassette  or  Printer. ...  $359.00 

Card  Reader $1 44.0O 

E)Ctenrl4d  Functions  Module..  .$64.00 
Time  Module $64.00 


Ti-4a 

COMPACT 
COMPUTER 


$S19 

TIMEX 
SINCLAIR   *3g^^ 

lOOO 

leKMamory $44.95 

2040PrinIer $99. 95 

Vu-Calc $17.95 

Check  Book  Manager $13.95 

Organizer -- $14.95 

Budgeler  $13.95 

Slock  Option  $14.95 

Loan  &  Mortage  Amorlnor.  ..$12.95 
Mindware  Printer  $99.00 


PC-1  SODA 

POCKET 

COMPUTER 

S16S.OO 

pc-nesoA sss.ao 

1 25  Prinler/M icro  Cassette  ...  S 1  29,00 

150  Prinler/Plottor/Ca5sette...$172.00 

151  4K  RAM $55.00 

152  Cassette  Recorder    $62.00 

1 55  8K  RAM $94.00 

158  8K  RAM  Battery .$1  29.00 

161   leKRAM $139.00 


CABLES  a   CaiMNECTIONB 
PRINTER  CABLES 

Atari  to  Parallel 529.00 

Atari  to  Serial $29.00 

Apple  lo  Parallel  S69.00 

Apple  to  Parallel/Graphics.. .  $99. OO 

Apple  to  Serial  $89.00 

IBM  to  Parallel  535-00 

IBM  to  Serial ...52900 

Parallel  to  Parallel $2900 

Serial  to  Serial  S29.00 

Grappler  Plus $129.00 

PK  ASO S 1  39,00 

Atari  to  Modem  Cable $29.00 

CBM  64  lo  IEEE  Board $79.00 

Apple  flO  Column  Cartf 51  59.00 

CBM  Pet  to  Parallel S99.0O 

CBM  Petto  Serial $89.00 

REAOY  FORMS 

1or2"Address  Lab©lsn"ract.Feed)..$9.95 
1  5"  Report  PaporfTract  Feed) . . .  $24.95 
8Va"BlnhWhtPapei^ract.Feed)..$19.9S 


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computer  mail  order 


ACE  1000  Color  Computer 
ACEl  1  00  Drive  SCovsr  lor  ACE  1000 
ACE  1  200  Computer  with  Disk  Drive 
ACE  PRO  PACK: 

ACE  1000.  0*9I(  Drive, 
80  Coiumn  Card.  ACECalc  £ 
ACEWrrter  il 
MICRO-SCI 
Apple  &  Franklin 

\2  S249.00 

140- S349.00 

H70 S459.00 

D2  Conlroller S79 ,00 

:47  Coivlroller S89,00 

RANA 

Elite  I  |Apple/Franl(l>n) S279.00 

Elite  II  (Apple/Franklin) CALL 

Elite  III  (Apple/Franklin) CALL 

VISICORP 

FOR  APPLE.  IBM  4  FRANKLIN 

Visidei SI  69,00 

Visitile 5189.00 

Visipiot SI  59.00 

Visiterm, Se9.00 

Visitrend/Plot S229.00 

VisiSchedule S229.00 

Desktop  Plan SI  B9.00 

Visicalc  {Apple.  CBH.  IBM)-..  SI  79,00 
Visicorp  pnces  forlBMmayvfltvslightly. 

Letter  Perfect  Apple ....SI 09. 00 

Data  Perfect  Apple .S75.00 

AXLON 

Apple/Franklin  128K  Bam  ...S299.00 
Apple/Frankirn  Ram  Disk.  ..S729,00 

MPC 

ButXlisk(l28KNDnVolitare)..  S649-00 

JOYSTICKS 

Vt/ICO 

Joystick  S21  .95 

Famous  Bed  Ball S23.95 

Pov»er  Gf ip  S2 1 ,95 

Three-Way  Deluxe. S22.95 

Atari/VIC  Trackball S34.95 

Apple  Trackball  .859,95 

KRAFT 

Atari  Single  Fire SI  3.00 

Alan  Switch  Hitter S16.00 

Apple  Joystick  S44.00 

Apple  Paddies S39.00 


S  commodore 

CBM 
B03S 


APPLE/FRAIMKUIN 

1.  ChOplilter $27.00 

2.  Bank  Street  Writer  S55.00 

3.  PFS:  File S89.00 

4.  Visicalc S179.00 

5.  Home  Accountant S55-00 

B.  Zaxxon S29 .00 

7.  Most  Amazing  Thing S28.00 

B.  Visitile S189.00 

9,  Fathoms  40 S 1  9 .00 

I  0.  Deadline $35.00 

It  .  PFS:  Beport $89.00 

12,  Zork  III S29.00 

1  3,  Ffogger $24.00 

14.  Pacemaker $24.00 

15.  Snooper  Troops  «1 S32.00 

16.  Delta  Drawing  . , S35.00 

17.  Castle  WoKenstine S24.00 

IS,  Wayout $29.00 

19,  Canyon  Climber $19.00 

20    Bandits S26.00 


CBM6<4 

VIC  SO 

GAUL  aiv 
Exacutiva  B4  Porcabia 

1  520  Color  PrinlBr/PtDttor ...  SI  69.00 

152S  SO  Colurrin  Printer $219.00 

1526 S319-00 

1 530  Datasette S6B.0O 

1541  Single  Disk  Drive $249,00 

1600  VIC  Modem $59.00 

1650  AD/A  A  Modem  $S9.00 

1701  14'   Color  Monitor $249.00 

Pat  64 S569,00 

Pet  4032  S599.0O 

CBM  8032 S599.00 

Super  Pet  $999.00 

Bl  28-30 S769.00 

BX256-80 $969-00 

2031 S299.00 

4040 $699 .00 

8050 $949 ,00 

8250 S1199.00 

9060 $  1  999. 00 

9090 S21  99.00 

4023 - S379.00 

6400 .$1  399.00 

54 K  Upgrade S269  00 

Spell  Master $149,00 

Z-Ram $549,00 

Silicon  OflicB $749.00 

The  Manager $209,00 

Soft  Rom SI  29.00 

Jinsam CALL 

PRaFESSiONAL 
SOFT\A/AnE 

Word  Pro  2  Plus SI  59.00 

Word  Pro3  Plus S1B9.00 

Word  Pro4  Plus $279. OO 

Word  Pro  5  Plus S2  79.O0 

IntoPro SI  79.00 

Administrator S399.00 

Power S79.00 

Word  Pro  64  Plus $65.00 

CARDCO 

Light  Pen S32-00 

Cassette  Interface  S29-00 

Parallel  Printer  Interface $69.00 

3 Slot  Expans.  Interface (20). ,  .S32  00 
6  Slot  Expans.  Interlace  (20)...  S79. 00 

C.M.O. 

CBM  B«* 

1 .  Word  Pro  64 $65.00 

2.  Jumpman $29,00 

3.  Gort  (20/641  SI  4.95 

4.MicrospecDataBase64  ... $69.00 

5.  Logo  64 S39.00 

6.  Microspflc  Gen.  Ledger64 . . .  S79.00 

7.  Zork  III $29.00 

8.  Frogger  (641 $23.00 

9.  Quick  Brown  Fox  1 20/64)  ...$49.0O 

10.  Shamus $29.00 

1 1 .  Deadline $29.00 

12.  Assembler  64 S14.9S 

13.  Zork  II t29.0Q 

14.  3-D  Man $14.00 

1  5.  Protector S32.0U 

1  6.  Starcross $29. OO 

17.  Easy  Mail  64 $14.95 

18.  Grave  Robber $11.00 

19.  Wall  Street $19.00 

20.  Trash  Man $32.00 

put;er 

ORO 


ATARI  HOME  COMPUTERS 

ATARI  400  ,-^™™™™.™._^  ™ 

A 

\  I  ATARI 


*'*  YourFINAL  PRICE  afterREBATE 

when  purchased  with 

package  as  shown. 


ATARI  400  &  410  Recorder  Package 
YOU  PAY      S1  73.00 

You  Get  ATARI  REBATE   $50.00 
YOUR  TOTAL  COST     SI  SS-OO 

Retail  Value  of  ATARI  410  $100.00 
Net  Cost  of  ATARI  400   $29.00 

CALL  FOR  PRICING  ON 
THE  ENTIRE  ATARI  XL  LINE! 

1010  Program  Recorder S74.00 

1 020  40  Col .  Printer/Ptotter . . .  S249.00 

102  5  80  Col,  Printer S449.00 

1027  Letter  Quality  Printer  ...$299,00 

1050  Disk  Drive 1379.00 

850  Interlace  -SI 69.00 

1030  Direct  Connect  Mod  em  ..  .CALL 

CX30  Paddles SI  2.00 

CX40  Joystick SB-00 

CX42  Remote  Joystick CALL 

CX77  Touch  Tablet  S69.00 

CXBQ  Trak  Ball    .- $49.00 

CX85  Keypad   SI  05 .00 

CX418  Home  Manager S69.00 

CX488  Communicator  II ,,.  ,$229.00 
KX7a98  Atari  Accountant , , .  $209.00 

KX7101  Entertainer S69.00 

KX7102  Arcade  Champ $75.00 


DISK  DRIVES  FOR  ATARI 

AT88-S 1 $369.00 

ATBB-Al $299.00 

AT88-S2 $569  00 

ATBB-S1  PO S469.O0 

AT88-S2  P D $669 .00 

AT88-DDA $1  39.00 

AT44-S1  $579.00 

AT44'S2 $969,00 

TEXAS  INSTRUMENTS  DRIVE 

TX  99-S1   S349.0O 

RAIMA 
1000  Atari  Disk  Drive  . 


$319.00 


ALIEN 

^tari  Voice  BoJi  $11 9.00 

Apple  Voice  Box  . .- $149.00 

MEIVianY 

Axlon  32K  Ram $59.00 

Axlon  4aK  Ram $99.00 

Axlon  i2eK  Ram S299.0O 

Intec  32K  Board $59.00 

Intec  48K  Board $85.00 

Intec  64K  Board  |400  only) . . .  $99.00 
Intec  Real  Time  Clock  S39.0O 

INNOVATIVE  CONCEPTS 

Fllp-n-Flle  10  S4.00 

Fhp-n-Flle  50 $19.00 

Flip-n-Flle  400/800  Cart SI  9. 00 


FLOPPY  DISKS 

MAXELL 

MD-1  $32.00 

MO-2 $44,00 

FD-1  (B'( $40.00 

FD-2(B"  DD( $50.00 

ELEPHANT 

S'/."'SS  SD SI  6. 95 

5Vt"'  SS  DD S24.95 

5V.  ■  DS  DD S29.95 

VEPBATUIVI 

SV.  ■  SS  DD  $26.00 

5V."  DSOD $36.00 

HEAD 
Disk  Head  Cleaner SI  4.95 


TOP    SO 


I .  Donkey  Kong $39. 

I.Zaxxon $29. 

3.  E.T.  Ptione  Home S39, 

4.  Miner  2049ar $35 

5.  Dig  Dug $33, 

6.  Choplitler S29, 

7.  Donkey  Kong,  Jr  S39 

8.  Canyon  Climber $25 

9.  Snooper  Troops  #2  S34 

10.  Word  Wizard  $59 

I I ,  Picnic  Paranoia  .....,.-.  .$34 

12.  Jumpman  $29 

13.  Shamus  $34 

14.  Letter  Perfect $109 

15.  File  Manager  BOO $69 

16.  Prepple $24 

17.  Astro  Chase S25 

ie.  Blade/Black  Hole $27 

19.  Pac  Man $33 

20.  Baja  Buggies S25 


ATARI 

.00 

21- 

.00 

22 

.00 

23. 

.00 

24 

.00 

25- 

.00 

26 

.00 

27 

.00 

23 

.00 

29 

.00 

30 

.00 

31 

.00 

32 

.DO 

33 

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34 

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35 

.00 

36 

.00 

37 

.00 

38 

.00 

39 

.00 

40 

mail  order  east 


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^  ^^  ^  ^  ^  ^  ^  A 


Crush .  Crumble*  Chomp, . . 

Wayoul 

Zork  II 

V.stcalc S 

Atari  Writer 
Three  Little  Pigs 
Upper  Reachesof  Apshai 
Starbowl  Football 

Orelbs 

Projector 
Frogger..  - . , . 
Lunar  Leeper 
Wizard  of  Woi 
Kindercomp 
Moori  Shuttle 
Home  Accountant 
Temple  of  Apshai 
Spell  Wizard 
Nautilus- 
O'Riley's  Mine 


'    W    M    M 


is  drawn,  and,  of  course,  the  number  of  loops  will 
change.  You  can  choose  between  1  (no  spin)  and 
18.  When  spinning,  the  lines  remain  smooth  and 
curvy,  but  it  takes  more  time  to  draw  the  complete 
pattern.  If  you  decide  to  quit  while  a  pattern  is 
being  drawn,  press  any  key  and  the  program  will 
return  to  the  menu.  To  escape  from  the  program, 
use  RESET. 

Added  Features 

Now  things  become  more  complicated.  You  are 
asked,  "MOVEMENT  OR  DECREMENT  (M/D)?" 
If  you  choose  M,  the  whole  pattern  will  move 
while  it  is  being  drawn.  If  the  spin  is  1,  the  pattern 
will  be  drawn  five  times  while  it  moves.  If  the 
spin  is  greater  than  1,  the  pattern  will  move  until 
it  finishes  rotating.  If  the  spin  is  greater  than  1 
but  less  than  9,  you  will  not  be  asked  for  this 
input. 

Pressing  D  will  cause  the  pattern  to  decrease 
in  size  while  being  drawn.  The  rules  here  are  the 
same  as  above.  If  you  press  RETURN,  the  default 
value  is  NONE,  and  none  of  the  above  actions 
will  take  place. 

Last,  you  are  asked  if  you  want  to  clear  the 
screen.  If  you  decide  not  to,  then  the  new  pattern 


64  Notes 

Gregg  Peele,  Editorial  Prcgrammer 

Like  the  Apple,  Atari,  and  Color  Computer, 
the  Commodore  64  is  capable  of  high- 
resolution  graphics.  Unlike  those  computers, 
however,  there  are  no  specific  commands  in 
the  64's  standard  BASIC  to  create  graphics 
on  the  high-resolution  screen.  At  the  time  of 
this  writing,  the  Video  Support  Package  car- 
tridge promised  by  Commodore  is  not  yet 
available.  We  are  left  with  a  system  of  com- 
plex POKEs  and  formulas  to  accomplish 
simple  hi-res  graphics  on  the  64. 

Program  5,  the  Commodore  64  version, 
consists  of  routines  to  plot  points,  draw  lines, 
and  clear  the  hi-res  screen.  All  these  routines 
are  in  machine  language  and  are  accessed 
with  the  SYS  command.  The  hi-res  screen  in 
these  programs  is  located  at  8192  ($2000)  and 
may  be  accessed  from  BASIC  by  tw^o  POKEs: 

POKE  53272,PEEK(53272)OR  8 
POKE  53265,PEEK(53265)OR  32 

These  POKEs  put  the  screen  in  bitmap  mode 

with  a  320  x  200  high-resolution  screen. 

To  access  the  plot  routine,  LOAD  and 

RUN  Program  5,  and  set  up  a  BASIC  program 

which  begins  with  the  two  POKEs  previously 

mentioned.  Next,  POKE  the  X  coordinate 

into  53242.  If  the  X  coordinate  is  greater  than 


VIC,  Atari,  And  Color 
Computer  Notes 

Patrick  Parrish,  Editcnal  Programmer 

To  create  different  spiral  patterns  with 
"Spiralizer,"  you  must  first  type  in  several 
variables  (speed,  radius,  etc.).  Try  different 
values  for  these  variables  or  simply  press 
RETURN  (ENTER  on  the  Color  Computer) 
to  use  default  values. 

For  the  VIC  version  of  Spiralizer,  you 
need  the  Super  Expander  cartridge.  With 
this  version,  you  can  overlay  as  many  as  five 
spiral  figures  on  the  high-resolution  graphics 
screen.  The  Atari  and  Color  Computer  ver- 
sions allow  you  to  overlay  as  many  patterns 
as  you  wish. 

As  with  the  Apple  version,  the  Atari 
and  VIC  versions  let  you  return  to  the  be- 
ginning of  the  program  by  pressing  any  key 
if  you  are  not  pleased  with  the  patterns  being 
drawn. 


255,  then  POKE  53243  with  1  and  POKE  53242 
with  X- 256.  If  the  X  coordinate  is  less  than 

256,  then  POKE  53243  with  0.  Now  POKE 
the  Y  coordinate  of  the  point  into  location 
53240  and  POKE  a  0  into  location  53241.  Fi- 
nally,  SYS  to  location  49710  and  your  point 
will  appear  on  the  screen.  To  clear  the  screen, 
merely  SYS  50039  and  all  points  plotted  will 
vanish.  If  you  want  to  return  to  text  screen, 
POKE  53272,21  and  POKE ,53265,27. 

If  you  want  to  draw  a  line  between  two 
sets  of  coordinates,  then  POKE  the  first  end- 
point  coordinate  (XI)  into  53220.  As  before, 
if  the  coordinate  is  greater  than  255,  then 
POKE  53221  with  1  and  POKE  53220  with 
Xl-256.  If  XI  is  less  than  256,  then  POKE 
53220,X1  and  POKE  53221,0.  POKE  the  first 
Y  coordinate  into  53222  and  POKE  53223 
with  0.  The  coordinates  of  the  other  endpoint 
are  now  POKEd  in  starting  with  X2.  If  X2  is 
less  than  256,  then  POKE  53224,X2  and  POKE 
53225,0.  If  X2  is  greater  than  255,  then  POKE 
53224,X2-256and  POKE  53225,1.  POKE  Y2  into 
53226  and  POKE  53227  with  0.  Once  you  have 
these  coordinates  in  memory,  use  SYS49152  to 
plot  your  line  on  the  high- resolution  screen. 

To  use  "Spiralizer"  on  the  64,  run  Pro- 
gram 5  and  then  Program  6.  Program  6  does 
all  these  POKEs  for  you  and  will  create  end- 
less variations  of  designs  for  you  on  the  high- 
resolution  screen. 


186     COMPUTE!     October  1983 


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will  be  drawn  on  the  previous  one.  This  feature 
allows  you  to  make  overlays  of  patterns. 

For  a  nice  sample,  I  suggest  you  try  the  fol- 
lowing inputs:  for  speed,  enter  7;  for  radius,  50; 
for  spin,  18;  then  choose  M  for  movement  and 
clear  the  screen. 

Experiment  with  different  values,  and  you'll 
see  some  stunning  designs. 

Program  i:  Splralizer -Apple  Version 

10   ONERR   GOTO  90 

60  Rt  =   CHR*  <B):  HCOLaR=  3:H*  =  " 

"  +  R*  +  R*  +  R«  +  R* 
70   HQHE  :  HSR 
80   VTAB  9:     HTAB  15:  FLASH  :  PRINT  "SPI 

RALIZER":  NORMAL 
90   POKE   -  16368, 0:Z  =  5:  HTAB  1;  VTAB 

21:  PRINT  "SPEED  <-50,50)?  ";:  BOSUB 
380: K  =  Z 
100   IF  Z  <   -  50  OR  Z  >  50  THEN  90 
110  K  =  K  -  1 
120  Z  =  35:  PRINT  "RADIUS  <1,60)?  " ; : 

GOSUB  380 :R  =  Z 
130   IF  Z  <  1  OR  Z  >  60  THEN   VTAB  22: 

BOTD  120 
140  R  =  R  +  13;S  =  1 
150  Z  =  1:  PRINT  "SPIN  (1,18)?  "j:  GOSUB 

380 
160   IF  Z  <  1  OR  Z  >  18  THEN   VTAB  23: 

BOTD    150 
170    A=1/Z:IFZ>1    AND    Z    <    9    THEN 

240 
180  SM  =  1:M  =  2;  PRINT  "MOVEMENT  OR  DE 

CREMENT  CH/DJ?  "H*; 
190   GET  X*:  IF  X*  =   CHR*  (13)  THEN  M  = 

0;SM  =  0:  PRINT  "NONE";:  BOTO  240 
200   IF  X*  =  "M"  THEN  SM  =  0:  GOTO  230 
210   IF  X*  =  "D"  THEN  M  =  0!  GOTO  230 
220   GOTO  190 
230   PRINT  X$; 
.  240   VTAB  21:  HTAB  24:  PRINT  "CLEAR  (Y/ 
N)?  "H*;:  BET  T*:  IF  TS  <   >  "N" 
THEN  PRINT  "YES":  TEXT  :  CALL  62450: 
HGR 
250   IF  T*  =  "N"  THEN   PRINT  "NO" 
260  W  =  1;Z  =  139:  IF  M  =  2  THEN  Z  =  80 
:  IF  A  =  1  THEN  W  =  5:M  =  1:Z  =  12 
2 
270   IF  SM  -  A  =  0  THEN  W  =  5 
280   IF  A  <  1  THEN  K  =  K  +  A 
290  C  =  0.001:  IF  A  <  1/9  THEN  M  =  M  / 

2:C  =  C  /  2 
300  J  =  R: I  =  79  -  R 
310   HPLOT  Z,0 
320   REM  -MAIN  LDOP- 

330   FOR  T  =  0  TO  6.2831  /  A  »  W  STEP  0 
.  06283  :F  =   PEEK  C  -  16384):  POKE 
-  16368,0:  IF  F  >  127  THEN  90 
340   IF  SM  THEN  J=R»S;I=79*S- 

J:S  =  S  -  C 
350   HPLOT   TO  Z  +  T  «  M  -   SIN  (T)  *  J 
+   SIN  <T  «  K)  «  1,79  -   COS  (T)  « 
J  -   COS  (T  «  K)  *  I:  NEXT 
360   GOTO  90 

370   REM  -INPUT  SUBROUTINE- 
380  L0  =  0:L1  =  l:Bt  =  "" 
390   PRINT  Ht; :  GET  AS 

400  IF  A*  =  "-"  AND  L0  =  0  THEN  PRINT 
A*;:B«  =  A$:L0  =  1:L1  =  2:  GOTO  39 
0 

188     OOMPUTt!     October  1983 


410 

420 
430 


440 

450 
460 
470 


IF  A*  =   CHR*  (13)  AND  L0  >  0  THEN 

Z  =   VAL  (B«):  PRINT  :  RETURN 

IF  A*  =   CHR*  (13)  THEN   PRINT  Z:  RETURN 

IF  A*  =  R*  AND  L0  >  1  THEN   PRINT 

AS;:B*  =   LEFT*  (B*,  LEN  (BS)  -  1) 

: L0  =  L0  -  1 :  GOTO  390 

IF  At  =  R»  AND  L0  =  1  THEN   PRINT 

A*;:B*  =  "":L0  =  0:  GOTO  390 

IF  L0  >  LI  THEN  390 

IF  A*  <  "0"  OR  A*  >  "9"  THEN  390 

PRINT  A«;:B*  =  B*  +  A*:L0  =  L0  +  1 

:  GOTO  390 


Program  2:  Spiralizer  -  vie  version 

100  IF  FL=1  THEN: GRAPHIC  4 

110  FL=1 J  PRINT" {CLRl": POKE  36879 , 28: PRINT 
"{DOWN} {3  RIGHT} EYELIu 

t3  RIGHT}-114  SPACES } - " 
120  PRINT" [3  RIGHT}-[PUR}T2  SPACES }SPIRAL 

IZER{2  spaces] {YEL}-":PRINT" (3  RIGHT} 

-{14  SPACES}-" 
130  PRINT" {3  RIGHT}J 

140  POKE198,0:Z=1;PRINT"{2  DOWN }{ RED } HOW 

(SPACEJMANY  SPI RAL" : PRINT "FIGURES  {l- 

5)  ?{4  SPACES} {3  LEFT}"; :GOSUB550:F=Z 
150  IF  F<1  OR  F>5  THEN  PRINT"{4  UP}";:GOT 

O  140 
160  FORP=lTOF: PRINT" {down} {CRN } SPIRAL  FIG 

URE  #";P: GOSUB  690 
170  FOR  I=7TO0  STEP-1:FORJ=1TO50:NEXT  J:P 

OKE  38680, I: NEXT  I 
180  Z=5 : PRINT "{ OFF } {BLU] {down} SPEED  (-50, 

50)  7{4  SPACES} {3  LEFT }";: GOSUB  550:K 

(P)=Z 
190  IF  Z<-50  OR  Z>50  THEN  PRINT"{2  UP)";: 

GOTO  180 

200  kCp)=k(p)-i 

210  Z=35: PRINT "{down} RADIUS  (1,60)  ? 

{4  SPACES} {3  left}"; : GOSUB  550:R(P)=Z 

*7 
220  IF  Z<1  OR  Z>60  THEN  PRINT" {2  UP}";:GO 

TO  210 
230  S=l 
240  Z=l: PRINT" {down} SPIN  (1,18)  7 

{4  SPACES) {3  LEFT}"; :GOSUB  550 
250  IF  Z<1  OR  Z>18  THEN  PRINT" {2  UP}";:GO 

TO  240 
260  FOR  1=8120  TO  8163: POKE  I,32:NEXT  I 
270  A(P)=1/Z:IF  Z>1  AND  Z<9  THEN  PRINT" 

{2  DOWN}": GOTO  3  50 
280  SM(P)=1:M(P}=2:PRINT"{D0WN}M0VEMENT  / 
DECREMENT {2  SPACES} (M/D)  ?{5  SPACES} 

{4  LEFT}"; 
290  GET  X$:IF  X$=""  THEN  290 
300  IF  X$=CHR5(13)  THEN  M( P )=0 :SM(P }=0:PR 

I NT "NONE": GOTO  3  50 
310  IF  X5="M"  THEN  SM(P)=0;GOTO  340 
320  IF  X5="D"  THEN  M(P)=0:GOTO  340 
330  GOTO  290 
340  PRINT  X? 
3  50  PRINT" {12  UP}":NEXT  P:C5=INT(RND (0 )*6 

)+2 
360  FOR  P=l  TO  F 
370  W=1:Z=400:IF  M(P)=2  THEN  Z=401:IF  A(P 

)=1  THEN  W=5:M(P)=1:Z=370 
380  IF  SM(P)-A(P)=0  THEN  W=5 
390  IF  A{P)<1  THEN  K(P)=KCP)+A(P) 


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400  C=.001:IF  A(P)<l/9  THEN  MCP)=M( P J /2 :C 

=C/2 
410  J=R{P) :I=400-R(P) 
420  GRAPHIC  2: COLOR  l,2,C5,C5 
430  POINT  C5,125+(Z+100)/1.3,130 
440  FOR  T=0TO  6 . 283I/A( P ) *W  STEP  .06283 
450  IF  PEEK(198)<>  0  THEN  100 
460  IF  SM{P)  THEN  J=R{ P ) *S : I=400*S-J : S=S- 

C 
470  X=125+(100+Z+T*M{P)-SIN(T)*J+SIN(T*K( 

P))*I)/1.3 
480  Y=520-COS(T)*J-COS(T*K(P) )*I 
490  IF  X<0  OR  Y<0  THEN  650 
500  DRAW  1  TO  X,Y:NEXT 
510  NEXT  PrGOSUB  690 
520  GET  R$:IF  R$  =  "'"  THEN  520 
530  GOTO  100 
540  REM  -INPUT  ROUTINE- 
550  L0=0:L1=1;B$="" 
560  GET  A$:IF  A$=""  THEN  560 
570  IF  A5="-"  AND  L0=0  THEN  PRINT  A$;:B$= 

A$:L0=1:L1=2:GOTO  560 
580  IF  A$=CHR${13)  AND  L,0>0  THEN  Z=VAL(B? 

) : PRINT: RETURN 
590  IF  A$=CHR5{13)  THEN  PRINT  ZsRETURN 
600  IF  A5=CHR$(20)  AND  L0>1  THEN  PRINT  A? 

; : B$=LEFT$ ( B$ , LEN ( B$ ) -1 ) : L0=L0-1 ; GOTO 
560 
610  IF  A$=CHR$(20)  AND  L0=1  THEN  PRINT  A$ 

; :B?="":L0=0:GOTO  560 
620  IF  L0>LI  THEN  560 
630  IF  A$<"0"  OR  A$>"9"  THEN  560 
640  PRINT  A$r :B?=B?+A?:L0=L0+1:GOTO  560 
650  REM  ERROR  TRAPPING  ROUTINE 
660  GRAPHIC  4:PRINT"{CLR}E2  DOWNjCOORDINA 

TES  ARE  OUT {3  SPACES} OF  RANGE" 
670  PRINT" {2  down} TRY  ANOTHER  FIGURE ":PRI 

NT"t2  DOWN} RETURNING  TO  MAIN  MENU" 
680  FOR  1=1  TO  4000: NEXT: GOTO  110 
690  F0RV=15  TO  0  STEP  - . 5 : SOUND245 , 0, 0 ,0, 

V: NEXT: RETURN 

Program  3:  Spiralizer- Atari  version 


KHiHMHJISSagai; 


100 
110 


120 
130 

140 


150 

160 
170 


180 

190 
200 

210 

220 
230 


□LOR  2,0,0:SETCOL 
ION  0,5iPRINT  #6; 
Z  E  R";FOR  1=1  TO 


DIM  fl*<3) , X»<4> 
GRAPHICS  2:SETC 
OR  0,  •?,  10:  POSIT 
"SP  I  RAL  I 

750:NeXT  I 
OPEN  «1 , 4, 0,  "K:  " 

GRAPHICS  B:COLOR  1 : SETCOLQR  2,0, 
0 
?  CHR* ( 125) ; : G 


POKE  656,0: POKE 
ed  (-50  to  S0)? 
";:GOSUB  450: K= 
IF  Z<-50  DR  Z>5 
<UP>"; :60T0  140 
K  =  K-1 

G=3: 2=35: PRINT 
?<:3  SPACES><3  L 
R  =  Z 

IF  Z<1  OR  Z>60 
" : GOTO  170 
R=R+13: S=l 
Z=1:PRINT  "Spin 
{3  SPACES>C3  LE 
IF  Z< 1  OR  Z>1B 
":60TD  200 
A=l/Z: IF  Z>1  AN 
SM=1 :M=2: PRINT 
ement  <C/E)?t4 


4:Z=5:P0KE  752,0: 
657,2:PRINT  "Spe 
iZ    SPACES! t3  LEFT> 
Z 
0  THEN  PRINT  " 


"Radius  (1  to  60) 
EFTJ " ; : 60SUB  450: 


THEN  PRINT 


up; 


c  1  to  18) ? 
FT> " ; : EDSUB  450 
THEN  PRINT  "{2  UP3 

D  Z<9  THEN  290 
"Movement  or  Deer 
SPACES><:4  LEFT>"; 


A  siiiilnirst  of  color  am  be  slvii  in  the  VIC  vursion  of 
"Spiralizer," 


240  BET  #1  ,  X:  X«.  =  CHR*  (  X  )  :  IF  X  =  155  THE 

N  M=0: SM=0: X*="None" : ?  X*;:60T0 

290 
250  IF  X*="M"  THEN  SM=0:GOTO  280 
260  IF  X*="D"  THEN  M=0:GOTO  2S0 
270  GOTO  240 
280  PRINT  X*; 
290  POKE  656,1:PDKE  657,24:POKE  752, 

1:PRINT  "Clear   (Bi/C:)7<:3  SPACES> 

{3  LEFT>"; 
300  GET  #1 , V: A*=CHR* (V) : IF  A*<>"N"  T 

HEN  GOSUB  550: GOTO  320 
310  PRINT  "No"; 
320  W=1:2=139:IF  M=2  THEN  Z=B0:IF  A= 

1  THEN  W=5: M= 1 : Z=122 
330  IF  SM-A=0  THEN  W=5 
340  IF  A<1  THEN  K=K+A 
350  C=1.0E-03:IF  A<l/9  THEN  M  =  li/2:C  = 

C/2 
360  J=R: I=79-R 
370  PLOT  Z+20,0 
380  REM  -MAIN  LOOP- 
390  FOR  T=0  TO  6.2831/A«W  STEP  0.062 

83: IF  PEEK (764) <255  THEN  POKE  76 

4,255:G0T0  140 
400  IF  SM  THEN  J=R*S : I =79«S- J : S=S-C 
410  TRAP  420;DRAWTO  (  Z+T « M-S  I  N  (  T )  * J  + 

SINCT«K)«I)+20,79-COS(T)«J-COS(T 

*K)  «I 
420  NEXT  T 
430  GOTO  140 

440  REM  -INPUT  SUBROUTINE- 
450  ZL=1 

460  GET  #1,V:IF  V0155  THEN  500 
470  IF  ZL=1  THEN  ?  Z : RETURN 
480  SI6N=1 : IF' A* < 1 , 1 ) ="-"  THEN  A*=A* 

(2) : SIBN=-1 
490  Z=0:FOR  1  =  1  TD  LEN  (  A* )  :  Z  =  Z *  1 0  +  AS 

C  (A*  (  I  )  ) -48:  NEXT  I:Z  =  SIBN»Z:?  :R 

ETURN 
500  IF  V=126  THEN  IF  ZL>1  THEN  ZL=ZL 

-1:PRINT  CHR« ( 126) ;: GOTO  460 
510  IF  (V<4a  OR  V>57)  AND  V045  AND 

V046  THEN  460 
S20  IF  ZL=G  THEN  460 
530  PRINT  CHR* (V)  ;  : A*  (  ZL) =CHR* (V)  :  ZL 

=  ZL+1 
540  GOTO  460 


190    COMPUTE!     October  1983 


AARDVARK  L.T.D. 
TRS-80  COLOR       COMMODORE  64      VIC-20      SINCLAIR/TIMEX 


TI99/4A 


QUEST  -  A  NEW  IDEA  IN  ADVENTURE 
GAMESI  Different  from  all  the  others. 
Quest  is  played  on  a  computer  generated 
map  of  Alesia.  Your  job  is  to  gather  men 
and  supplies  bv  combat,  bargaining,  expfor- 
ation  of  ruins  and  temples  and  outright 
banditry.  When  your  force  is  strong  enough, 
you  attack  tJie  Citadel  of  Moorlock  in  a 
life  or  death  battle  to  the  finish.  Playable 
in  2  to  5  hours,  this  one  is  different  every 
time.  TRS-80  Color,  and  Sinclair,  13KVIC- 
20,  Extended  BASIC  required  for  TRS-80 
Color  and  TI99/A.  $19.95  each. 

32K  TRS  80  COLOR  Version  $29.95 . 

Adds  a  second  level  with  dungeons  and 
more  Questing, 


n 


Tamer  ^-^^1^ 

WIZARDS  TOWER  -  This  is  very  similar  to 
Quest  Isee  above).  We  added  wizards,  magic, 
dragons,  and  dungeons  to  come  up  with  a 
Quest  VMith  a  D&D  flavor.  It  requires  16k 
extended  color  BASIC.  13k  VIC,  Commo- 
dore 64,  TRS-80  16k  Extended  BASIC, 
TI99/A  extended  BASIC.  S19.95  Tape, 
$24.95  Disk. 

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ZEUS  —  It's  fast  and  furious  as  you  become 
the  WIZARD  fighting  off  the  Thurderbolts 
of  an  angry  ZEUS.  Your  Cone  of  Cold  will 
destroy  a  thunderbolt  and  your  shield  will 
protect  you  —  for  a  while.  This  is  the  best 
and  highest  speed  arcade  action  we  have 
ever  done.  Difficulty  increases  in  wave  after 
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SEAWOLFE  -  ALL  MACHINE  CODE  In 
this  high  speed  arcade  game,  you  lay  out 
patterns  of  torpedoes  ahead  of  the  attacking 
PT  boats.  Requires  Joysticks,  at  least  13k 
RAM,  and  fast  reflexes.  Lots  of  Color  and 
Sound.  A  fun  game.  Tape  or  Disk  for  Vic20, 
Commodore  64.  and  TRS-80  Color.  NOTE: 
tape  will  not  transfer  to  disk  I 
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ADVENTURESf!! 

The  Adventures  below  are  written  in  BASIC, 
are  full  featured,  fast  action,  full  plotted  ad- 
ventures that  take  30-50  hours  to  play.  (Ad- 
ventures are  interactive  fantasies.  It's  like 
reading  a  book  except  that  you  are  Ihe  main 
character  as  you  give  the  computer,  com- 
mands like  "Look  in  the  Coffin"  and  "Light 
the  torch.") 

Adventuring  requires  16k  on  Sinclair, 
and  TRS-80  Color.  They  require  8k  on  OSl 
and  1 3k  on  V IC-20.  Now  available  for  TI9g. 
Any  Commodore  64. 

$19.95  Tape  ~  $24.95  Disk. 

ESCAPE  FROM  MARS 

(by  Rodger  Olsenl 
This  ADVENTURE  takes  place  on  the  RED 
PLANET.  You'll  have  to  explore  a  Martian 
city  and  deal  with  possibly  hostile  aliens  to 
survive  this  one.  A  good  first  adventure, 

PYRAMID  (by  Rodger  Olsen) 
This  is  our  most  challenging  ADVENTURE. 
It  is  a  treasure  hunt   in  a  pyramid  full  of 
problems.  Exciting  and  tough ! 


Dungeons  of  Death  -  This  is  the  first  D&D 
type  game  good  enough  to  qualify  at  Aard- 
vark. This  is  serious  D&D  that  allows  1  to  6 
players  to  go  on  a  Dragon  Hunting,  Monster 
Killing,  Dungeon  Exploring  Quest.  Played 
on  an  on-screen  map,  you  get  a  choice  of 
race  and  character  (Human,  Dwarf,  Soldier, 
Wizard,  etc.),  a  chance  to  grow  from  game 
to  game,  and  a  15  page  manual.  16k  Ex- 
tended TRS-80  Color,  13k  VIC,  Commo- 
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ture (19.95  tape,  $24.95  disk),  this  is  a  give- 
away. 

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TRS-80  GRAPHICS  FOR  THE 
MODEL  1  AND  MODEL  Hi  By 

D.  Kater  and  S,  Thomas.  204  pp., 
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HANDS-ON  BASIC  For  the 
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programming  right  at  the  com- 
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with  BASIC  through  a  series  of 
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hour  studying  the  text. 
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Peckham 

491/941  S19.95 

APPLE  PASCAL:  A  Hands-On 
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novice's  point  of  view. 
259/SlX  S14,95 

HOW   TO    BUY    (AND    SUR- 
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PUTER   By  C.N.  Kolve 
351/309  S14.95 


SOFTWARE  DEBUCCINC  FOR 
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MICROPROCESSOR-BASED 
ELECTRONIC  GAMES:  De- 
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Troubleshooting.  By  W. 
Buchsbaum  and  R.  Mauro.  293 pp.. 
illus.,  softcaver.  Turn  your  TV  into 
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087/229  S9.95 


I—  Consider  tKese  Byte  Books  as  well!— r 


MICROCOMPUTER       OP- 
ERATING SYSTEMS  By  M. 

Dahmke 

150/710  S16.95 

TRS-80  GRAPHICS  FOR 

THE      MODEL      1      AND 

MODEL  III  By  D.  Kater  &  S. 

Thomas 

333/033  S14.95 

THREADED     INTERPRE- 
TIVE LANGUAGES  By  R.  G. 

Loeliger 

383/60X  S20.75 

THE    BRAINS    OF   MEN 
AND  MACHINES  By  E,  W. 

Kent 

341/230  S20,95 

BASIC    SCIENT1RC    SUB- 
ROUTINES, Vol.  II  By  Dr. 

F.  R.  Ruckdeschel 

542/0238  S26.95 

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CIARCIA'S  CIRCUIT  CEL- 
LAR, Vol.  2  By  S.  Clarcla 
109/63X  S15.95 

BYTE  BOOK  OF  PASCAL 

By  B.  W.  Liffick 

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BASIC    SCIENTIFIC    SUB- 
ROUTINES, Vol.  I  By  Dr,  F, 

R.  Ruckdeschel 

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REM  -TEXT  WINDOW  WRITE- 
GRflPHICS  a:SETCDLOR  2,0,0 
PRINT  "Bpeed= '■  ;  K  +  1  :  ?  "Radius=";R 
-13:?  "Spin=" ; Z; POKE  752,1:PRINT 
"Movement  or  Decrement  (E;/E)="; 
X$  • 

RETURN 


Program  4: 

Spiralizer  -  Color  Computer  Version 

10  CLS  0 

20  PRINT3200, "SPIRALIZER" ; 

25  FDRT=1TO1000: NEXT 

30  CLS  3 

35  K  =  5 

40  INPUT  "SPEED  < -50  TO  50>";K« 

41  K=VALCK*) 

42  IF  K«=""THEN  K=5 

45  IFK<-50ORK>50THEN40 

47  K=K-1 

48  R=35 

50  INPUT  "RADIUS  <1-60)";R* 

51  R=VAL(R«) 

52  IF  R*=" "THENR=35 

55  IF  R<1  OR  R>60  THEN50 

57  R=R+13:S=1 

60  INPUT  "SPIN  1-18"; Z* 

61  Z=VAL(Z«) 

63  IF  Z*=""THENZ=1 

65  IF  Z<10R  Z>1BTHEN  60 

70  A=l/ZsIF  Z>1AND  Z<9THEN200 

80  SM=1:M=2 

85  INPUT  "MOVEMENT  OR  DECREMENT " j X* 

90  IF  LEFT* < X*, 1 ) <>"M"  ANDLEFT«(X*, 

1 ) <>"D"THENM  =  0; SM  =  0 ; PR  I  NT : PR  I  NT 

"NONE" ; :GOTO200 
95  IF  LEFT*(X*, 1 )="M"THENSM=0:eOTOl 

90 
100  IF  LEFT*<X*, 1 )="D"THENM=0:GDTO1 

90 
190  PRINT  X* 

200  print: input"clear  (y/n)";t* 
205  if  left* <t«, 1 ) <>"n"thenprint"ye 

s"? :e=0:remput  clear  of  hires 
210  if  left* (t*, 1 ) ="n"thenprint"no" 

{26  spaces:- 
220  w=1:z=139:if  m=2  then  z=b0:if  a 

=1  THENW=5: M=l: Z=122 
230  IF  SM-A=0THENW=5 
235  IF  A<1THENK=K+A 

238  C=0. 00  1: IFA< 1 /9THENM=M/2 : C=C/2 
240  J=R; I=79-R 
250  X0=Z:  Y0  =  20{:10  SPACES> 
260  REM  MAIN  LOOP 
270  FDR  T  =  0  TO  6.2831/A*W  STEP  '0.06 

283 
280  IF  SM  THENJ=R«S   : I =79«S-J : S=S- 

C 
290  X1=Z+T»M-SIN «T> «J+SIN<T«K) «I 

i9    SPACES! 
300  Yl=79-COS(T) *J-COB<T«K) «I; Y1=Y1 

+  20 
310  GOSUB  1000: X0=X1 : Y0=Y1 
320  NEXT 

330  A*=1NKEY*:IF  A*=""THEN330 
340  GOTO30 
1000  SCREEN  1 , 1 
1010  IF  LEFT* (T*, 1 ) ="Y"ANDE=0THENPC 

LS: E=l 
1020  LINE  (X0,  Y0)  -  (XI  ,  YD  ,  PSET 
1030  RETURN 

1W     COMPUTE!     October  1983 


"Spiralizer."  Color  Computer  version. 

Program  5: 

Plot  And  Drawto  Routine  (64  Version) 

by  Gregg  Peeie,  Editoriol  Programmer 

10  1=49152 :CK=0 

20  READA:CK=CK+A:PRINT"[CLR)",-CK:IF  A=256 

THEN40 
30  POKE  I,A;I=I+1:G0T0  20 
40  IFCK0167356  THENPRINT" ERROR  IN  DATA  S 

TATEMENTS" 
49152  DATA  173,234,207,141,236,207,173 
49160  DATA  232,207,141,238,207,173,235 
49168  DATA  207,141,237,207,173,233,207 
49176  DATA  141,239,207,173,236,207,56 
49184  DATA  237,230,207,141,240,207,173 
49192  DATA  237,207,237,231,207,141,241 
49200  DATA  207,176,24,173,240,207,73 
49208  DATA  255,141,240,207,173,241,207 
49215  DATA  73,255,141,241,207,238,240 
49224  DATA  207,208,3,238,241,207,173 
49232  DATA  238,207,56,237,228,207,141 
49240  DATA  244,207,173,239,207,237,229 
49248  DATA  207,141,245,207,176,24,173 
49256  DATA  244,207,73,255,141,244,207 
49264  DATA  173,245,207,73,255,141,245 
49272  DATA  207,238,244,207,208,3,238 
49280  DATA  245,207,56,173,236,207,237 
49283  DATA  230,207,141,192,207,173,237 
49296  DATA  207,237,231,207,13,192,207 
49304  DATA  240,15,144,24,169,1,141 
49312  DATA  222,207,169,0,141,223,207 
49320  DATA  76,169,192,169,0,141,222 
49328  DATA  207,141,223,207,76,169,192 
49335  DATA  169,255,141,222,207,141,223 
49344  DATA  207,56,173,238,207,237,228 
49352  DATA  207,141,193,207,173,239,207 
49360  DATA  237,229,207,13,193,207,240 
49368  DATA  15,144,24,169,1,141,246 
4937S  DATA  207,169,0,141,247,207,76 
49384  DATA  224,192,169,0,141,246,207 
49392  DATA  141,247,207,76,224,192,169 
49400  DATA  255,141,246,207,141,247,207 
49403  DATA  173,230,207,141,248,207,1-73 
49416  DATA  228,207,141,250,207,173,231 
49424  DATA  207,141,249,207,173,229,207 
49432  DATA  141,251,207,56,173,244,207 
49440  DATA  237,240,207,141,211,207,173 
49448  DATA  245,207,237,241,207,13,211 
49456  DATA  207,176,15,173,240,207,141 
49464  DATA  252,207,173,241,207,141,253 


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49472 

DATA 

49480 

DATA 

49488 

DATA 

49496 

DATA 

49504 

DATA 

49512 

DATA 

49520 

DATA 

49S28 

DATA 

49536 

DATA 

49544 

DATA 

49552 

DATA 

49560 

DATA 

49568 

DATA 

49576 

DATA 

49584 

DATA 

49592 

DATA 

49600 

DATA 

49608 

DATA 

49616 

DATA 

49624 

DATA 

49632 

DATA 

49640 

DATA 

49648 

DATA 

49656 

DATA 

49664 

DATA 

49672 

DATA 

49680 

DATA 

49688 

DATA 

49696 

DATA 

49704 

DATA 

49712 

DATA 

49720 

DATA 

49728 

DATA 

49736 

DATA 

49744 

DATA 

49752 

DATA 

49760 

DATA 

49768 

DATA 

49776 

DATA 

49784 

DATA 

49792 

DATA 

49800 

DATA 

49808 

DATA 

49816 

DATA 

49824 

DATA 

49832 

DATA 

49840 

DATA 

49848 

DATA 

49856 

DATA 

49864 

DATA 

49872 

DATA 

49880 

DATA 

49888 

DATA 

49896 

DATA 

49904 

DATA 

49912 

DATA 

49920 

DATA 

49928 

DATA 

49936 

DATA 

49944 

DATA 

49952 

DATA 

49960 

DATA 

49968 

DATA 

49976 

DATA 

49984 

DATA 

49992 

DATA 

50000 

DATA 

50008 

DATA 

50016 

DATA 

50024 

DATA 

50032 

DATA 

50040 

DATA 

207,76,40,193,173,244,207 

141 , 252 , 207 , 173 , 245 , 207 , 141 

253,207,173,252,207,141,254 

207,173,253,207,141,255,207 

56,173,252,207,237,244,207 

141,211,207, 173,253,207,2*^7 

245 , 207 , 13 , 211 , 207 , 208, 17 

173,255, 207, 74, 141 , 161, 207 

173,254,207,106,141,160,207 

76,104,193,173,255,207,74 

141,227,207,173,254,207,106 

141,226,207,173,252,207,13 

253,207,240,27,173,253,207 

48,22,24,173,160,207,109 

240,207,141,160,207,173,161 

207,109,241,207,141,161,207 

76,142,193,76,45,194,56 

173,1*0,207,23  7,254,207,141 

211,207,173,161,207,237,255 

207,13,211,207,144,38,56 

173,160,207,237,254,207,141 

160, 207 , 173 , 161 , 207 , 237 , 255 

207 , 141 , 161 , 207 , 24 , 173 ,  248 

207,109,222,207,141,248,207 

173 , 249 , 207 , 109 , 223 , 207 , 141 

249,207,24,173,226,207,109 

244, 207 , 141 , 226 , 207 ,  173  ,  227 

207 , 109 , 245 , 207 , 141 , 227 , 207 

56,173 , 226 , 207 , 237 , 254, 207 

141,193,207,173,227,207,237 

255 ,207,13,193,207, 144, 38 

56,173,226,207,237,254,207 

141,226,207,173,227,207,237 

255,207,141,227,207,24,173 

250 , 207 , 109 , 246 , 207 , 141 , 250 

207,173,251,207,109,247,207 

141,251,207,32,46,194,206 

252,207,173,252,207,201,255 

240,3,76,104,193,206,253 

207,76,104,193,96,173,251 

207,240,8,173,250,207,201 

65,144,1,96,173,248,207 

201,199,144,1,96,173,249 

207,240,1,96,173,250,207 

141,212,207,173,251,207,141 

213,207,173,248,207,141,214 

207 , 173 , 249 , 207 , 141 , 215 , 207 

173,215,207,74,141,217,207 

173,214,207,106,141,216,207 

173,217,207,74,141.217,207 

173,216,207,106,141,216,207 

173,217,207,74,141,217,207 

173,216,207,106,141,216,207 

173,213,207,74,141,219,207 

173,212,207,106,141,218,207 

173,219,207,74,141,219,207 

173,218,207,106,141,218,207 

173,219,207,74,141,219,207 

173,218,207,106,141,218,207 

173,214,207,41,7,141,220 

207,173,216,207,10,46,217 

207,10,46,217,207,10,141 

210,207,46,217,207,173,217 

207,141,211,207,173,210,207 

10,46,217,207,10,46,217 

207,109,210,207,141,216,207 

173,211,207,109,217,207,141 

217,207,173,216,207,10,46 

217,207,10,46,217,207,10 

46,217,207,141,216,207,173 

218,207,10,46,219,207,10 

46,219,207,10,46,219,207 


141,218,207,24,173,216,207 

109 , 218 , 207 , 141 , 208 , 207 ,17  3 

217,207,109,219,207,141,209 

207 , 24, 173 , 220, 207 , 109 , 208 

207,141,208,207,169,0,109 

209 , 207 , 141 , 209 , 207 , 24, 169 

32 , 109 , 209 , 207 , 141 , 209 , 207 

173,208,207,133,251,173,209 

207,133,252,173,212,207,41 

7,141,225,207,56,169,7 

237,225,207,141,225,207,169 

0, 141 , 206 , 207 ,56,173, 225 

207,45,206,207,206,225,207 

16,245,160,0,177,251,13 

206,207,145,251,96,169,147 

32,210,255,169,0,162,0 

157,0,32,157,0,33,157 

0,34,157,0,35,157,0 

36,157,0,37,157,0,38 

157,0,39,157,0,40,157 

0,41,157,0,42,157,0 

43,157,0,44,157,0,45 

157,0,46,157,0,47,157 

0,48,157,0,49,157,0 

50,157,0,51,157,0,52 

157,0,53,157,0,54,157 

0,55,157,0,56,157,0 

57,157,0,58,157,0,59 

157,0,60,157,0,61,157 

0,62,157,0,63,232,208 

157,169,16,162,0,157,0 

4,157,0,5,157,0,6 

157,0,7,232,208,241,96,256 

Pragram  6:  Spiralizer  -  64  Version 

Translated  by  Gregg  Peele,  Editorial  Programmer 
10    POKE53281,l:PRINT"{CLRJ{9    DOWN} 

{7    RIGHT}"; 
20    PRINT"{BLK} £2    SPACES }UCCCCCCCCCCCCCCCI" 
30    PRINT"  1 9    SPACES  }_B{  15    SPACES  }B" 
40    PRINT" {9    SPACESJB12    SPACES} SPIRALIZER 

{3    SPACES }B" 
50    PRINT" [9    SPACES }b{ 15    SPACES }B" 
60    PRINT" [9    SPACES }Bf 15    SPACES }B" 
70    PRINT" {9    SPACES } JCCCCCCCCCCCCCCCK " 
80    PRINT" [7    down} {12    RIGHTjPRESS    SPACE";; 

POKEl 98 , 0 ; FORT=lTO300  tNEXT 
100    WAIT197,64,64;POKE53  272,21;POKE53  265, 
27 ; PRINT" {CLR}"; 


50048 

DATA 

50056 

DATA 

50064 

DATA 

50072 

DATA 

50080 

DATA 

50088 

DATA 

50096 

DATA 

50104 

DATA 

50112 

DATA 

50120 

DATA 

50128 

DATA 

50136 

DATA 

50144 

DATA 

50152 

DATA 

50160 

DATA 

50168 

DATA 

50176 

DATA 

50184 

DATA 

50192 

DATA 

50200 

DATA 

50208 

DATA 

50216 

DATA 

50224 

DATA 

50232 

DATA 

50240 

DATA 

50248 

DATA 

50256 

DATA 

50264 

DATA 

50272 

DATA 

50280 

DATA 

50288 

DATA 

50296 

DATA 

50304 

DATA 

Complex  designs  are  possible  with  "Spiralizer,"  64  version. 


196    COMPUTE!    October  1983 


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The  program  also  allows  you  to  enter  your  own 
words  and  phrases.  You  can  adjust  the  length  of 
time  the  words  and  phrases  are  displayed  on  the 
screen,  malting  Futibunch  an  excellent  tool  for 
speed  reading  as  well  as  remediation.  There  is  a 
built-in  printer  option  which  allows  you  to  list  the 
vocabulary  for  further  review.  Funbunch  also 
contains  a  computer  doodle  drawing  game  for 
creative  fun.  Please  specify  Funbunch  (elemen- 
tary), Funbunch  (intermediate)  or  Funbunch  (col- 
lege board  preparatory)  when  ordering. 


SHIPS  AHOY  -  Ages  5-13.  Out- 
standing graphics  and  sotind  makes 
this  program  an  entertaining  way 
for  children  to  practice  their  basic 
math  facts.  The  object  of  the  game 
is  to  sail  your  ship  across  the  ocean 
avoiding  the  treacherous  mine  hid- 
den beneath  the  sea.  Ships  Ahoy 
allows  you  to  select  beginner,  inter- 
mediate or  advanced  levels  within 
the  four  basic  math  functions.  The 
flexibiiily  of  this  program  lies  in  the 
option  of  choosing  to  be  timed  or 
not  enabling  the  academically 
talented  student  to  practice  speed 
malh. 


RACE    CAR    'RITHMETIC"'- 

Ages  5-Adtilt.  .A  math  game  that 
the  entire  family  can  play  together. 
Each  person  can  compete  on  their 
own  level  in  a  race  to  the  finish 
Une.  Children  and  adults  alike  will 
have  hour  upon  hour  of  education- 
al fun  together  and  can  practice  the 
four  basic  math  functions,  each 
choosing  their  own  operation,  dif- 
ficulty level  and  optional  time  fac- 
tor. Race  Car  'Rithmelic  fully 
utilizes  your  Atari  computer's 
superb  graphics  and  sound  capabil- 
ities. From  1  to  4  players. 


Available  at  your  local  computer  .store. 
If  you  can't  find  them  there,  you  can 
order  directly  from  Unicorn  Software. 
All  programs  539.95,  Please  enclose 
S2.(X)  for  .shipping  and  handling. 
Visa  and  Mastercard  welcomed. 


Atari,  Commodore  64,  and  IBM  PC  arc 
Iradanarks  of  Atari  Inc.,  Commodore 
Electronics  LTD  and  International  Business 
Machines  Corp.,  respectively. 
Cop>Tighi  1983  by  Unicorn  Sflfiwarc  Company 


.All  rigtlts  reserved 


UNICORN 


ssipirwaEii 


DEALER  INQUIRIES  INVITED 

UNICORN  SOFTWARE 

1775  East  Tropicana  Avenue 

Las  Vegas,  Nevada  89109 

(702)  798-2727  or  (702)  798-3085 


TM 


110  Z=5  :PRINT"SPEED(-50  TO  50)7  ";" 

[3  SPACES) {4  LEFT]"; :GOSUB500:K=Z 
115  IFZ<-50OR  Z>50  THEN110 
125  K=K-1 
127  Z=35; PRINT "RADIUS  (1  TO  60)?  ";" 

{3  SPACES} [4  LEFT] "; :GOSUB500:R=Z 
130  IFZ<1ORZ>60THENI27 
133  R=R+13:S=1 
135  Z=l : PRINT "SPIN (1  TO  18)?  ";" 

{3  SPACES} {4  LEFT}"; :GOSUB500 
137  IFZ<10RZ>18  THEN135 
140  A=1/Z:IFZ>1ANDZ<9THEN200 
143  SM=1;M=2: PRINT "MOVEMENT  OR  DECREMENT 

(SPACE) (M/D)?  ";"{3  SPACES) {4  LEFT]"; 
145  GETX?:IfX$=""THEN145 
148  IF  X?=CHR$(13)THEN  M=0: SM=0 : PRINT :PRI 

NT "{DOWN) NONE"; :GOTO200 
150  IFX5="M"THENSM=0:GOTO190 
160  IF  X$="D"THEN  M=0:GOTO  190 
170  GOT0145 
190  PRINTX$ 

200  PRINT:PRINT"CLEAR  {y/N)7 

201  GETT$:IFT$=  ""THEN  201 

203  IFT?<> "N"THENPRINT "YES " : PRINT " { CLR) " ; 

:  s  Ys  aaoi  s  azr^^ 

205  IF  T$="N"THENPRINT"NO"  :SYS^9&SSSt>l^ 

210  W=1:Z=139:IF  M=2  THEN  Z=80iIF  A=l  THE 

N  W=5:M=1:Z=122 
215  IF  SM-A=0THENW=5 
220  IF  A<1THEN  K=K+A 

230  C=0.001:IF  A<1/9THENM=M/2:C=C/2 
240  J=R:I=79-R 

250  X0=Z+20  :Y0=30:REM:SYS49152 
260  REM  MAIN  LOOP 

270  FORT=0TO6.2831/A*WSTEP0. 06283 
280  IF  SMTHENJ=R*S:I=79*S-J:S=S-C 


290  X1=Z+T*M-SIN(T)*J+SIN(T*K)*I  :Xl=Xl+2 

0 
300  Yl=79-COS (T) *J-COS (T*K) *I : Yl=Yl+30 
308  GOSUB1000:X0=X1:Y0=Y1 
310  NEXT  :GOTO100 
500  L0=0:L1=1:B$="" 
510  PRINTH$; 

520  GETA$:IF  A$=""THEN520 
530  IF  A$="-"AND  L0=0THENPRINTA$; :B$=A$ :L 

0=ltLl=2 :GOTO510 
540  IFA$=  CHR$(13)AND  L0>0THENZ=VAL(B? ) : P 

RINT: RETURN 
550  IF  A?=CHR$C 13 )THENPRINTZ: RETURN 
560  IF  A$=R5ANDL0>1THEKPRINTA$; :B$=LEFT?C 

B$,LEN(B$)-1 ) :L0=L0-1 :GOTO510 

570  IF  A?=R$AND  L0=1THENPRINTA5 ; : B$=" " :L0 

=0:GOTO510 
580  IFL0>L1THEN510 
590  IFA$<"0"ORA?>"9"THEN510 
600  PRINTA$; :B$=B?+A$:L0=L0+1:GOTO510 
900  POKE53272,21:POKE53265,27:PRINT"[CLR] 

" ; : END 
1000  POKE532 72, PEEK ( 53272 )OR8:POKE53265,P 

EEK{53265)OR32 
1005  X0=INT(X0):IFX0<=255THEN  POKE53220,X 
0:POKE53221,0 

1010  IF  X0>255THENPOKE53220, (X0-256) :POKE 

53221,1 
1030  POKE53222,Y0:POKE53223,0 
1040  X1=INT(X1) :IFX1<=255THEN  POKE53224,X 

1:POKE53225,0 
1050  IF  Xl>255THENPOKE53224, (Xl-256):POKE 

53225,1 
1060  P0KE53226,Y1 :POKE53227,0 
1200  SYS49152  : RETURN  © 


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Commodore  EXEC 


Edwin  King 


There  are  times  when  you'd  benefit  from  being  able  to 
access  subroutines  directly  from  a  disk  file.  They're  not 
in  your  program  (taking  up  space),  but  they  can  be 
accessed  from  a  main  program,  executed,  and  then  the 
main  program  continues.  Called  the  EXEC  command 
on  those  few  versions  of  BASIC  which  have  if,  this 
technique  is  worth  adding  to  your  programmer's  bag  of 
tricks.  For  all  Commodore  machines.  We'll  go  through 
the  process  step  by  step  so  you  can  try  the  technique 
and  watch  it  in  operation. 


Here's  a  way  to  store  all  of  your  favorite  sub- 
routines on  disk  and  have  programs  call  them 
when  they're  needed,  without  having  to  retype 
or  append  or  use  up  memory  space. 

The  Technique 

The  idea  behind  the  EXEC  command  (as  found  in 
Applesoft  BASIC;  Commodore  Microsoft  has  no 
such  thing)  is  to  execute  a  subroutine  from  disk  as 
if  it  were  typed  directly  into  the  computer.  Just 
call  a  command  from  the  disk,  in  the  form  of  a 
character  string,  and  start  POKEing  to  the  dynamic 
keyboard. 

For  those  not  familiar  with  the  dynamic 
keyboard  concept,  let  me  review.  Every  time  a 
key  is  pressed,  the  computer  stores  the  ASCII 
code  representation  of  it  in  a  place  called  the 
"keyboard  buffer."  It  keeps  doing  this  until  you 
press  RETURN  (which  also  goes  into  the  buffer), 
then  it  goes  back  to  evaluate  and  execute  what 
you  just  typed  in.  Lest  the  computer  forget  some 
of  the  things  you  typed,  it  also  keeps  track  of  how 
many  characters  you  typed  before  (and  including) 
RETURN. 

Now,  if  we  are  in  immediate  mode,  we  can 
make  the  computer  think  we  typed  something  in 
by  PRINTing  it,  then  RETURNing  over  what  was 
printed  on  screen.  The  dynamic  keyboard  routine 
involves  PRINTing  a  command  on  the  screen  and 
then  POKEing  a  few  carriage  returns  (13)  into  the 
buffer  to  make  the  computer  think  we  typed  in 
the  command  and  the  carriage  returns.  This  way 
we  only  need  to  POKE  one  carriage  return  for 

200    COMPUTE!    October  1983 


every  line  we  want  entered. 

There  are  a  few  drawbacks  to  this  system. 
First  of  all,  it  only  works  in  immediate  mode,  not 
as  an  executing,  RUNning  program.  So,  we  have 
to  PRINT  the  command  and  PRINT  a  GOTO  to 
get  us  back  into  the  program.  This  requires  the 
cursor  to  be  very  carefully  positioned  each  time 
we  execute  a  command  -  which  means  no  PRINT 
statements  can  be  anywhere  in  our  EXEC  file. 
Second,  INPUT,  INPUT#,  GET,  and  GET#  are 
illegal  in  immediate  mode  and  therefore  cannot 
be  used  in  our  EXEC  file.  And  last,  since  typing 
in  a  line  with  a  line  number  causes  that  line  to  be 
added  to  the  program,  our  EXEC  file  will  have  no 
line  numbers.  This  means  that  any  use  of  GOTOs 
or  GOSUBs  will  call  lines  in  the  program,  not  in 
the  EXEC  file.  Be  very  careful  if  you  use  these 
commands. 

The  Program 

"EXEC-file"  was  written  on  a  VIC-20  and  will  also 
run,  as  is,  on  a  Commodore  64  (you  may  want  to 
change  the  "22"  in  line  85  to  "40").  It  can  easily 
be  modified  to  run  on  other  Commodore  machines 
(more  on  this  later). 

Lines  Function 

40-60  get  input  and  store  file  to  disk 

70-100         call  and  execute  the  file 
1000-1002  check  for  disk  error 

When  creating  an  EXEC  file,  be  sure  to  type 
in  the  EXEC  file  commands  loithout  line  numbers. 
Numbers  will  almost  guarantee  a  crash  when  you 
later  EXEC  the  file.  The  file-call  routine  (lines  70- 
100)  can  easily  be  lifted  and  relocated  to  be  used 
in  another  program. 

Modifications 

Users  of  other  Commodore  machines  should  find 
this  program  very  easy  to  modify  for  their  system. 
There  are  only  two  changes  to  be  made. 

First,  change  the  exit  code  (the  key  you  press 
to  stop  creating  the  file  and  get  on  to  other  things). 
The  exit  code  is  in  quotes  on  line  55;  change  the 
prompt  in  line  40  accordingly. 


HERE'S  SOME  GREAT  GIFT  IDEAS  FOR  YOUR 


•-  • 


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-ZIP. 


CHARGE  CARD. 


-NUMBER 


FREE  CATALOG  Ask  for  a  listing  of  other 
Abacus  Software  forCommodore-64orVic-20 


Next,  the  keyboard  buffer  and  the  "how- 
many"  (number  of  characters  currently  contained 
in  keyboard  buffer)  location  are  in  different  places 
on  different  machines.  The  chart  below  should 
assist  you  in  changing  this  (in  line  90). 


VIC/64 


Original 
ROM  PETs 


BASIC 
4.0  PETs 


buffer         631-640        527-536 


623-632 


how-^nany     193  525  158 

Thus,  on  a  PET  4032,  line  90  would  become: 

90  POKE  623,13:POKE624,13:FOKE625,13:POKE 

626,13:FOKE158,4:STOP 

VIC  and  64  owners  may  also  wish  to  make 
the  print  color  the  same  as  the  screen  color  before 
calling  this  routine,  so  the  user  is  unaware  of  the 
EXEC  taking  place  on  screen. 

Testing  The  EXEC 

The  program  here  contains  both  the  filemaking 
and  EXEC  routines.  To  test  the  EXEC  function, 
you  must  first  answer  YES  when  asked  if  you 
want  to  "Create  A  File?"  and  then  type  something 
like  A  =  51  :B  =  1 7:F$  =  "Mirabelle"  or  whatever 
you  want  to  pass  to  the  program  from  the  disk.  It 
could  be  a  POKE  to  change  screen  color  or  to 
change  the  character  set,  anything  you  like. 

Then,  the  special  file  will  be  on  your  disk 
under  whatever  name  you  gave  it  during  the 
filemaking  phase.  To  try  out  the  file,  RUN  the 
program  again,  but  answer  NO  when  asked  if 
you  want  to  create  a  file.  This  time,  the  program 
will  move  down  to  line  70  and  EXEC  the  file.  When 
you  use  the  EXEC  function  in  a  program,  you'll 
probably  want  to  replace  F$  in  line  70  with  the 
actual  name  of  the  file  you  want  to  EXEC:  OPEN2, 
8,2,  "NAME, U,R".  The  technique  oi adding  a  string 
to  a  quoted  name  (F$  +  ",LJ,R")  is  the  way  to 
specify  variable  file  names,  but  in  a  real  program 
you'll  know  in  advance  the  file  name  that  you 
intend  to  EXEC. 

Pay  special  attention  to  the  key  in  quotes  in 
line  55.  If  you  are  using  a  PET/CBM,  for  example, 
you'll  want  to  change  this  to  the  back-arrow  key 
or  something.  PET/CBM  has  no  function  keys  so 
you  could  never  signal  the  end  of  your  INPUT 
when  creating  an  EXEC  file. 

EXEC-file 

REM    *COMMODORE* 

REM    *EXEC-FILE* 

K$="":A$="":F$="" 

INPUT"lCLR)l2  DOWNlCREATE  A  PILE";A$ 

INPUT" {2  DOWNIfILE  NAME";P$ 

IFLEFT$ ( A$ , 1 ) <> "Y"THEN70 
-w  REM**CREATE  EXEC  FILE  ** 
40  PRINT"  {CLRH3  D0WN}£rVS}{6  SPACES}F1 

TO  end!?  spaces}" 

202    COMPUTE!    October  1983 


10 

15 
20 
25 
30 
35 
38 


45  OPEN2,8,2,"@0:"+F$+",U,W":OPEN15,8,15 

:GOSUB1000 
50  GETA$:IPA$<>""THENPRINTft$; :PRINT#2,A$ 

55  IFA$<>"{F1]"THEN50 
60  CL0SE2:CL0SE15 

66  REM** (3  SPACES} EXECUTE  FILE{2  SPACES} 

** 

70  0PEN2  ,8,2,  F?+"  ,.U  ,  R"  :  OPENl 5  ,8,15:  GOSUB 

1000 
75  PRINT"{CLR}  {4  DOWN)  "  :GET#2  ,  A$  .-IFA?  <>C 

HR$  ( 13  )  AND  ( ST064  )THENK$=K$+A$  :  GOT075 
80  IF  tST}AND64  THEN  100 
85  PRINTK$"{3  DOWN} ": PRINT" GOT075" : PRINT 

"{10  UP}"+LEFT$C't7  UP}",INT(LEN{K$)/ 

22)) :K$="" 
90  POKE631, 13:POKE632, 13:POKE633, 13:P0KE 

634 ,13: POKE198 , 4 ; STOP 
100  CLOSE2:CLOSE15-.END 
911  REM..E3  SPACES} CHECK  DISK  ERROR 
[2  SPACES}.. 

1000  INPUT#15,EN,EM?,ET,ES 

1001  IFDS>20THENPRINTEN,  EM$':  STOP 

1002  RETURN 

63003    A=PEEK(B)+256*PEEK(B+1):1FA=0THENC 
LR:END  d 


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Played  with  JOYSIICK. 

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Atari  Master 
Disk  Directory 


Joseph  M.  Apice 


With  this  program  you  create  n  single  disk  "library" 
incorporating  the  contents  of  all  your  directories.  The 
menu  gives  you  six  options  -  the  program  is  truly 
multipurpose. 


Master  directories  are  an  essential  part  of  any 
computer  system.  We  often  take  them  for  granted 
in  the  larger  minicomputers  simply  because  they 
exist.  These  multi-user  systems  utilize  some  kind 
of  central  library  containing  a  list  of  all  the  user 
directories  and  their  files. 

In  our  smaller  home  computers,  we  do  not 
have  this  luxury.  And  after  working  on  a  mini  all 
day,  I  find  it  difficult  to  do  without  a  master  di- 
rectory so  I  decided  to  incorporate  some  of  the 
nicer  features  of  the  larger  system  into  my  personal 
computer.  Though  it  is  impossible  to  exactly 
duplicate  the  features,  I  found  I  could  make  a 
reasonable  addition. 

I  had  read  several  articles  dealing  with  various 
iypes  of  master  directory  programs.  All  of  them 
were  good,  but  many  required  the  constant  swap- 
ping of  disks.  I  needed  something  that  could 
quickly  display  the  contents  of  any  directory  in 
my  library  as  well  as  locate  any  file  that  1  wanted 
to  use  without  searching  through  my  entire  library. 

With  this  in  mind,  I  used  the  Atari  forced 
read  mode  to  load  the  contents  of  every  directory 
in  my  library  as  a  series  of  DATA  statements  in 
the  "Master  Disk  Directory"  program.  I  could 
then  use  the  program  to  examine  the  contents  of. 
any  disk,  search  for  any  file,  and  even  print  labels 
for  my  disks  without  loading  anv  other  disk. 

The  program  is  menu  driven  and  structured 
so  that  each  menu  function  is  a  subroutine.  This 
allows  the  user  to  follow  what  is  being  done  and 
to  make  any  desired  changes. 

204    COMPUn*    October  1983 


Running  The  Program 

After  you  load  the  program  and  type  RUN,  a  menu 
will  display  the  six  options  available.  Enter  the 
number  preceding  your  selected  option  and  press 
RETURN. 

1.  Directory  Update.  This  first  option  is  selected 
each  time  you  enter  a  new  disk  or  update  the 
listing  of  a  previous  disk  into  the  master  directory. 
At  the  prompt,  simply  enter  the  disk  name  or 
label  and  press  RETURN.  Any  additional  files 
which  may  have  existed  in  the  previous  disk  are 
automatically  deleted  when  the  most  recent  copy 
is  installed. 

2.  Disk  Search.  Use  this  option  to  review  the 
contents  of  any  disk  directory  previously  installed. 
Enter  the  name  of  the  disk  you  wish  to  view,  and 
the  contents  of  that  disk  directory  will  be  displayed 
to  the  screen. 

3.  File  Search.  One  interesting  feature  of  the 
program  is  that  it  can  quickly  locate  any  named 
file  and  its  resident  disk.  The  wild  card  feature  is 
always  active  if  the  full  name  is  not  specified. 
Multiple  hstings  of  any  file  will  be  displayed  along 
with  their  disk  locations.  The  message  NO 
MATCH  FOUND  will  be  displayed  if  the  named 
file  does  not  reside  on  any  disk. 

4.  Print  Labels.  Those  of  you  who  own  a  Ge- 
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5.  Install  Update.  When  you  have  completed 
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to  install  the  most  recent  update  into  the  Master 
Disk  Directory  program.  The  SAVE  feature  is 
automatic;  when  it  is  completed,  the  program  will 
return  you  to  the  main  menu. 


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{CST)J 


6.  Ej/f.  This  option  allows  you  to  exit  the  560  dline=lincnt+filcnt 

program  and  return  to  BASIC.  A  word  of  caution  ^^^  for    i  =  filcnt-i    to   n 

here:  This  option  should  be  used  after  option  5  if  ^^®  1^   chr*(125) 

any  updates  are  being  made  as  it  will  erase  the  ^^^  GOsijE°470^ 

Master  Disk  Directory  program  from  memory  610  dline  =  dline  +  i 

when  it  is  selected.  620  next    i 

VNATA   I  «■  ^^^  "^     CHRS(  125)  :PDSITION     B,6:?     "ANY 

DATA  Locations  MORE     DISKS";  :  INPUT     A* 


640     IF     A*="Y"     OR     A«="YES"     THEN     320 

'E 


Each  directory  group  Of  DATA  Statements  is  al-  ^^^    position    6.12  =  7    "remo.e    disk    pre 

lowed  a  maximum  of  64  lines.  This  corresponds  ss > hmeihi"  ,  :  i  n p u t    t. 

to  the  maximum  number  of  data  files  allowed  by  660   lincnt=first  :  return 

DOS  on  any  one  disk.  t;7(?    rem    **    disk    search    routine    *« 

Line  2000  will  be  the  first  DATA  line.  Do  not  ^^^'    Z^^hr*  <  125)  =  pdsi  tidn    2,2:?    "aanE 

.         ,,  -ii  ,  ,  ■  ,       u  iivji  ^j.    ymj;-^     DISK--;  ";:  INPUT     LB* 

renumber  the  program  without  making  the  nee-  ^,90    ?    chr*  ( 1 25 ) 

essary  changes  to  the  variables  UNE,LINCNT,  700    sp*="       "tLiNCNT=FiRST:  trap    750 

and  FIRST.  730    restore    lincnt:read   a*,n 

740     IF     A*=LB*     THEN     760 

Mnctor  nicL- nir<»>»Aru  '^^^^     L  I  NCNT  =  L  I  NCNT+ STF  :  G QT D     730 

Master  Disk  Directory  7^^   l=len  <a*>  =cent=20-int  (l/2) 

120  DIM  A* (20) , F* ( la ) ,R* C 1 ) , SP* C2) , L  770  POSITION  CENT,0:?  A*:POSITION  CE 

B* (20) , TAB* (8)  NT, 1 

130  STP=65: FIRST=2000: TAB*="  790  FOR  1=1  TD  L:7  "-";:NEXT  I 

C6  spaces;-"  B00  POSITION  13,4:"^  "DISK  DIRECTORY" 
150  GRAPHICS  0:PQKE  710,146-PDKE  712         =  "^ 

,146:P0KE  752,1  810  FOR  1=1  TD  N 

160  POSITION  9,4:?  "MASTER  DIRECTORY  ^^0  IF  I>=10  THEN  SP$="  " 

FILE"  830  IF  1=17  OR  1=34  OR  1=51  THEN  930 

190  FOR  PAUSE=1  TD  500:  NEXT  PAUSE  '^'^^     READ  A* 

200  ?  CHR*  (  125)  :  POSITION  13,2:^  "05131  ^^^  ^^  A*(4,5)="  F"  THEN  9  10 

II  aaHMassni"  860    if  ft*(i,2)<>"*    "    then  390 

210     POSITION     13,5:?     "  1  .  ,  DmsamiEi    [IE  ^^^     PRINT     TAB*  ;  SP*  ;  I  ;  "     "  ;  A* 

[3aja"  880     6QT0      900 

220     POSITION     13,7:-^     "2.  ■  ftygSTTi    rfdilrlrfy"  ^'^^     PRINT     TAB* ;  3P4  ;  I  ;  "  ( 3     BPACES>";A* 

230     POSITION     13,9:?     "3.  .  rJTWii    U-iJ:1:Tri:"  '^^^     "^^XT     I 

240     POSITION     13,  ll:-:*     "  4  .  .  [aiECij    |gi1.TJ»  "^  ^^     '^     ="     TAB*;"C3     SP  ACES }  "  ;  A*  :  GOTO     9 

a"  40  

250  POSITION  13,13:7  "5.  ■  n:.:*i:l««  QnE  '^■--^'  "?  —   "PRESS >  l:1MiilJ;:;:  TD  CONTIN 

[HO":?  UE";:  INPUT  R*:?  "  C  CLEAR  J  ":  GOTO  3 

260  POSITION  13,15:?  "6..[33Mj"  ^^' 

280  ?  :?  :?  "ENTER  CHOICE >"--INP  '^'^^  ?  :  ^  :  ■;'  "PRESS >  IH^riTITTr  TO  CON 

UT  CHOICE  TINUE" ;: INPUT  R*:RETURN 

290  ON  CHOICE  GOSUB  3  10,670.980,1180  ^^^     TRAP  40000 

,1540,1620  "^^^     '^     CHR*<125>:?  :?  :?  "DISK >  " 

300  GOTO  200  ;LB*;"<5  SPACES  :[.■{■>■  J.1IJ:E" 

310  REM  «*  DIR.  UPDATE  ROUTINE  *«  '^'^^     "^  = '^  "PRESS  rTr^itJ:i:  TO  CONTINUE-- 

320  ?  CHR*(125)  :POSITION  2,6:-:'  "INSE         >".;:INPUT  A*:RETURN 

RT  DISK  TO  CATALOG  IN  DRIVE  1"  ''S©  REM  *«  FILE  SEARCH  ROUTINE  *» 

330  POSITION  2,10:?  "DISK  LABEL >  '''^  ^     CHR*  (  1  25  )  :  PCS  I  T  I  ON  2,2:?   'SEAR 

";:  INPUT  LB*  CH  WHICH  F I LE- - >  "  ;  :  1 NPUT  F* 

340  TRAP  390:LINCNT=FIRST  1000  L I NCNT=2000 : ?  CHR*(125) 

360  RESTORE  LINCNTiREAD  A*,N  1010  RESTORE  LINCNT:TRAP  1150 

370  IF  A*=LB*  THEN  390  1020  READ  A*,N 

380  LINCNT  =  LINCNT  +  STP:  GOTO  360  1030  PRINT  "  H  ^:1  :Trf :  fc  < :  Tt^  >■>  ».-Tr >  ";At: 

390  LINE  =  LINCNT:  TRAP  520  "^ 

410  FILCNT=1  : OPEN  « 1 , 6 , 0 ,  " D :  * . »  "  1040  FDR  1  =  1  TD  N 

420  INPUT  »1,A*  1050  READ  A* 

430  ?  CHR«(125)  1060  IF  A*(1,2><>"1!  "  THEN  1090 

440  ?  :?  LINCNT+FILCNT; "  DATA  ":A*:6  1070  IF  A* < 3 , LEN ( F« ) +2 > =F*  THEN  PRIN 

OSUB  470  T  "FILE  LOCATED >  ".;A*:?  :FLA 

450  FILCNT=FILCNT+1 : GOTO  420  G=l 

470  ?  :?  :7  "CDNT"  10S0  GOTO  1100 

480  POSITION  0,0  1090  IF  A* ( 1 , LEN < F* ) ) =F*  THEN  PRINT 

490  POKE  842,13:ST0P  "FILE  LOCATED >  ";A*:?  : FLAe= 

500  POKE  842, 12  1 

510  RETURN  1100  NEXT  I 

520  TRAP  40000:CLDSE  #1  1120  L I NCNT=L I NCNT +BTP : GOTO  1010 

530  7  CHR«(125):?  :?  LINE;"  DATA  ";L  1140  GOTO  1020 

B«; " , " ; FILCNT-1  1150  IF  FLAG  THEN  1170 

540  GQSUB  470  1160  "^     CHR*  (  1  25 )  :  POS I  T  I  ON  8,16:7  " 

550  IF  FILCNT>=N  THEN  630  NO  MATCH  FOUND — " 

206    COMPUTil    OcfOtef1983 


1  170 

1  180 
1  190 

1200 

12l!il 

1  22.0 

1230 
1240 
12S0 
1260 
1270 

1280 


FLA6=0: ? 

REM  **  D 
7  CHR* ( 1 
D  PRINTE 
POSITION 
CE-ON  LI 
PDS I T ION 

LINE-" 
PDHT I  T  ION 
HEN  READ 
TRAP  152 
CLOSE  #2 
LPRINT  C 
PUT  tt2,2 
?  tt2;CHR 
Rt (33) ; : 
?  CHRS ( 1 
NT  LABEL 


?  "LIST  EXHAUSTED  

:  INPUT  R*:  RETURN 
ISK  LABEL  ROUTINE  *t 
2S>:P0SITI0N  8,4:?  "LDA 
R  WITH  LABELS" 

7,6:7  "PUT  850  INTERFA 
NE-" 
10,7:7  "PUT  •='RINTER-ON 


1300 
13  10 
132  0 
1330 
1340 
1350 
1360 
1  37  0 
13B0 
1390 
1400 
1410 
1420 


LINE 
REST 
IF  A 

LINE 
PUT 
?  #2 
PUT 
GOSU 
ROW  = 
FOR 
READ 
IF  A 
IF  A 


=  F  IR 
ORE 

*  =  LB 

=  LIN 
#2,  2 
;  "  D 
#2  2 
B  12 
ROW  + 
1  =  1 
A* 

*  (4, 

*  C  1  , 


8, 
Y"  ; 
0:  R 
:  OP 
HR* 
7:  P 
*  (  1 
RET 
25) 
S  F 
;  :  I 
ST: 
LIN 
S  T 
E  +  S 
7:  P 
ISK 
7:  P 
60: 


10 
:  I 
OW 
EN 
<  2 
UT 
5) 
UR 
:  P 
OR 
NP 
TR 
E: 
HE 
TP: 
UT 

UT 

PR] 


7  "PRESS  i:)=<i<li;3:  W 

IPUT  A* 

'0: CQL=0: INC= 12 
tt2, B, 0,  "P:  " 

' ) ; "3" : GOTO  1280 
tt2, 51 : PUT  «2, la 
: ?  #2; CHRt (27) ; CH 


SITION  2,4; 
WHICH  DISK 
T  LBS 
P  1530 
EAD  A9.,N 

1340 
GOTO  13  10 
«2,  71 
;  AS 
#2,  64 
NT  #2 


'PR  I 


TO  N 

5)  ='■ 
2  )  <  >  ' 


F"  THEN  1480 
•*      "     THEN  1453 


1430 

1440 
14  50 


1  460 

1  470 
1430 
1490 
1500 

1510 
1520 
1530 
1540 

1550 


1560 

1570 

1580 
1590 

1600 
1610 
1620 


7  #2;fl«;"    " ; : COL=CQL+ 1 : ROW=ROW 

+1:IF  COL=3  THEN  PRINT  *2:COL=0 

GOTO  1460 

7  tt2;"    ";A*;"    '■  ;  :  COL  =  COL+ 1  :  RO 

W=R0W+1:IF  cbL=3  THEN  PRINT  «2: 

COL  =  0 

IF  R0W=24  THEN  RaW=0:PRINT  #2:P 

RINT  tt2 

NEXT  I 

PRINT  #2; "    " ; A* 

SKIP=INT (Raw/3) 

FOR  1=1  TO  INC-SKIP: PRINT  #2:NE 

XT  I 

RETURN 

TRAP  40000:GDTO  1190 

TRAP  40000:GDTO  1280 

REM  ««  EXIT  TO  BASIC  Zt     SAVE  UPD 

ATED  PROGRAM  *« 

-7     CHRS  (  125)  :  POSITION  3,8:7  "INS 

ERT  DISK  CONTAINING  ffT;-M*i4:*i.>i<:." 

rPOSITION  14,10:7  "IN  DRIVE  «1" 

: POSITION  3, 13 

7  "PRESS >  r:laKIJ:];<:5  SPACEB>W 

HEN  READY" ;: INPUT  A* 

7  CHR$(125):?  :7  "SAVE  ";CHR*(3 

4) ; "D: MASTER, DIR " 

6DSUB  470 

7  " -CCLEAR:  ":  POSITION  12,4:7  "HE 

FDR  PAUSE=1  TO  500:NEXT  PAUSE 

RETURN 

GRAPHICS  0:NEW  © 


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October  1983    COMPUTC!    207 


Runway  180 

Using  Sprites  In  Tl  Extended  BASIC 


James  Dunn 


The  cfficioit,  rcuiarkahk 
'  spritc-haiidliii;^  ahilih/  of  77 
Extended  BASIC  is  clenrh/ 
evident  in  this  game.  Tlie 
author  discusses  creating 
sprites  ami  explores  sprite 
niaiiipulatioii.  Tliere  are 
several  valuable  pointers 
here  for  those  interested  ijs 
graphics,  animation,  or 
<^awe  pro>^rauiinini^  0}i 
)he  Tl 


Using  Sprites  In  Tf 
Extended  BASIC 


One  of  the  biggest  prob-    Your  plane  is  on  final  approach 
lems  in  designing  an 
arcade-tvpe  game  in 
BASIC  is  that  BASIC  can 

move  only  one  character  at  a  time,  usually  slowly 
and  usually  not  very  smoothly,  ideally,  we  need 
the  ability  to  move  an  object  independently  of  the 
operation  of  the  main  program.  Once  set  in  mo- 
tion, the  object  would  continue  in  motion  until 
acted  upon  by  a  new  command  from  the  main 
program.  Sprites  accomplish  this. 

Although  a  sprite  is  a  type  of  subprogram 
that  runs  concurrently  with  a  main  program,  the 
main  program  first  must  create  the  sprite,  define 
its  shape,  and  set  it  in  motion.  A  sprite  then  con- 
tinues its  motion  without  requiring  continuous 
control  from  the  main  program,  except  that  the 
main  program  may  at  any  time  test  the  sprite  for 
position,  change  the  color  or  pattern,  delete,  or 
change  its  motion. 

Included  in  TI-99/4A  Extended  BASIC  are  11 
commands  to  control  sprites:  CALL  COLOR, 
CALL  CHAR,  CALL  SPRITE,  CALL  PATTERN, 


.  "RnrruHiij  ISO,"  Tl  version. 


CALL  MAGNIFY,  CALL 
MOTION,  CALL  POSI- 
nON,  CALL  LOCATE, 
CALL  DISTANCE,  CALL 
COINC,  and  CALL 
DELSPRITE.  To  illustrate 
the  use  of  these  com- 
mands, we'll  look  at  an 
airplane  landing  game, 
"Runway  180."  Try  some 
examples  for  yourself 
to  get  a  feel  for  sprite 
programming. 

Creating  Sprites 

Certain  considerations 
must  be  taken  into  ac- 
count before  sprites  are 
created.  If  a  special  graph- 
ics character  is  to  be  used 
for  the  sprite,  the  character  must  be  created  by 
use  of  CALL  CHAR.  For  example,  in  the  game 
there  are  three  special  characters  defined  for  the 
aircraft.  One  is  with  the  wheels  up  (lines  430)-460), 
one  is  with  the  wheels  down  (lines  510-540),  and 
one  is  debris  after  a  crash  (lines  550-580). 

To  create  a  special  character,  it  is  necessary  to 
redefine  an  existing  standard  character.  The  stan- 
dard characters  correspond  to  the  numbers  30 
through  143  (part  of  what's  called  the  ASCII 
number  code).  The  new  pattern  is  created  bv  using 
CALL  CHAR  and  is  referenced  by  its  ASCII 
number. 

Before  we  choose  which  ASCII  number  to 
use,  we  must  examine  some  other  factors.  CALL 
MAGNIFY  can  enlarge  a  sprite  to  one  of  four 
magnification  factors.  Factor  four  is  used  in  the 
game  (line  630).  This  enlarges  the  sprites  to 
double-size  pixels  and  uses  a  block  of  four 


208     COMPUTE!     October  1983 


sequential  characters.  The  ASCII  number  used  to 
define  the  sprite  must  be  evenly  divisible  by  four 
and  represents  the  upper-left  character  in  the 
block  of  four.  The  next  three  ASCII  numbers  rep- 
resent the  lower-left,  upper-right,  and  lower-right 
characters  respectively  in  the  block  of  four. 

The  sprite  may  be  colored  independently  of 
the  other  characters  in  the  same  character  set.  In 
addition,  the  sprite  with  the  lower  sprite  number 
(this  is  a  different  number  than  the  ASCII  number) 
will  pass  in  front  of  (that  is,  oner)  the  higher  num- 
bered sprite.  Since  the  aircraft  should  pass  in  front 
of  the  tower,  it  should  have  a  lower  sprite  number 
for  each  of  its  three  configurations  (line  610). 

To  set  up  a  list  of  sprites,  first  number  the 
lines  on  a  sheet  of  paper  from  30  to  143.  Then, 
beside  each  number,  write  what  set  it  belongs  to 
(set  0  to  14).  Since  you  may  want  to  use  letters  or 
numbers  in  a  screen  display  at  the  same  time, 
mark  out  ASCII  numbers  48  through  57  and  65 
through  90.  The  remaining  ASCII  numbers  can  be 
used  to  define  special  characters  for  graphics  and 
sprites. 

For  sprites,  using  CALL  MAGNIFY  (4),  select 
four  sequential  numbers  starting  at  one  of  the 
numbers  evenly  divided  by  four.  Now  you  are 
ready  to  use  CALL  SPRITE. 

CALL  CLEAR  will  not  remove  a  sprite  from 
the  screen.  To  completely  clear  the  screen,  you 
must  also  use  CALL  DELSPRITE  (line  1350). 

Sprites  In  Motion 

Now  that  the  sprite  has  been  created,  there  are 
two  ways  of  moving  it  around  the  screen.  Let's 
call  these  two  methods  absolute  and  relative.  The 
absolute  method  uses  exact  row  and  column  posi- 
tions via  the  CALL  LOCATE  command.  The  rela- 
tive method  uses  row  and  column  motion  values 
via  the  CALL  MOTION  command. 

The  absolute  method  uses  a  loop  with  CALL 
JOYST  to  increment  row  and  column  variables, 
and  then  a  CALL  LOCATE  to  move  the  sprite  one 
step  each  time  the  loop  is  executed.  This  is  analo- 
gous to  nonsprite  methods  of  animation.  The 
drawback  in  using  this  method  is  that  the  sprite 
does  not  move  independently;  the  main  program 
causes  the  move,  A  modified  form  of  this  method 
is  used  for  the  stall  subroutine  (line  1470)  and  the 
new  approach  routine  (line  1380). 

The  relative  method  is  similar,  using  a  loop 
with  CALL  JOYST  to  increment  row  and  column 
motion  variables  which  are  used  in  a  CALL 
MOTION  command.  This  allows  the  sprites  to 
continue  moving  independently  of  the  main  pro- 
gram. By  this  method,  the  runway  stripe  is  moved 
horizontally  only  (line  680)  and  the  aircraft  verti- 
cally only  (also  line  680). 

The  sprite's  shape  may  be  changed  anytime 
during  the  program  by  using  CALL  PATTERN  to 


substitute  a  different  ASCII  character  number  and 
therefore  a  different  pattern.  When  the  fire  button 
is  depressed  (line  1130),  the  aircraft  landing  gear 
comes  down  (line  1190).  The  pattern  is  changed 
again  if  the  aircraft  crashes  (line  1720). 

Testing  For  Game  Conditions 

During  the  operation  of  the  program,  it  may  be- 
come necessary  to  test  for  certain  conditions.  For 
example,  we  see  if  the  aircraft  has  touched  down 
on  the  runway  (line  690),  if  the  tower  has  reached 
the  left  side  of  the  screen  (line  700),  or  if  the  aircraft 
is  going  off  the  top  of  the  screen  (line  710).  CALL 
COINC  is  used  to  test  for  these  conditions. 

However,  there  is  a  problem  with  this 
method.  Since  the  main  program  tests  for  coinci- 
dence only  when  CALL  COINC  is  executed  and 
since  the  sprite  moves  independently  of  the  main 
program,  it  is  quite  possible  to  miss  an  exact  coin- 
cidence when  it  occurs.  For  this  reason  a  tolerance 
factor  is  included  in  CALL  COINC.  So  the  test  is 
really  for  a  range  of  -I-  or  -  tolerance.  If  the  toler- 
ance is  too  large,  coincidence  can  be  returned  too 
early.  If  the  tolerance  is  too  small,  coincidence 
can  be  missed  altogether.  How  large  the  tolerance 
should  be  depends  upon  two  things:  the  speed  of 
the  sprite  and  the  speed  of  the  loop  which  is  testing 
for  coincidence. 

The  test  for  the  tower  reaching  the  left  side  of 
the  screen  is  in  both  the  main  loop  (line  700)  and 
the  stall  loop  (line  1480).  The  tolerance  in  the  stall 
loop  is  much  smaller  because  the  execution  speed 
is  so  fast  and  the  sprite  moves  so  slowly  that  coin- 
cidence is  actually  read  twice  before  the  sprite 
leaves  the  tolerance  range.  Trial  and  error  is  the 
only  way  to  find  out  how  large  the  tolerance 
should  be. 

However,  after  programming  this  game,  it  is 
obvious  that  very  fast-moving  sprites  will  require 
tolerance  ranges  that  will  make  arcade-style,  fast- 
action  games  nearly  impossible  in  Extended 
BASIC.  The  problem  is  that  the  coincidence  test  is 
executed  from  the  main  program.  If  it  were  part 
of  the  sprite  subprogram  instead,  it  would  be 
possible  to  keep  the  tolerance  very  small. 

CALL  POSITION  and  CALL  DISTANCE 
both  suffer  from  the  same  problem  as  CALL 
COINC.  By  the  time  a  position  or  distance  can  be 
computed  and  returned  to  the  main  program,  the 
sprite  has  moved  elsewhere.  But  it  is  possible  to 
stop  the  sprite  by  using  a  CALL  MOTION  before 
using  CALL  POSITION  or  CALL  DISTANCE 
(line  1330),  then  to  restart  whatever  motion  is 
required. 

Despite  a  few  shortcomings,  the  sprite 
capabilities  in  Extended  BASIC  are  remarkable. 
For  true  arcade-type  play,  machine  language  is 
still  necessary,  but  Extended  BASIC  sprites  wiU 
carry  the  programmer  a  lot  closer  to  this  goal. 

October1983    COMPUTE!    209 


Runway  180  320  call  key  (0, RS, S8)  :  :   if  S8<  ; 1  th 

130  CALL  CLEAR  ::  CALL  SCREENO)::  EN  320  ELSE  RETURN 

CALL  COLOR ( 1 , 16. 1 ,2. 16, 1 , 3, 16, i  330  Al=l 

,4,16,1,5,16,1,6,16,1,7,16.1,8,  340  REM  INITIALIZE 

16,1)  350  A=0  ::  B=-75  ::  LG=0  ::  CALL  SC 

140  DISPLAY  AT < 10, 9) : USING  "RUNWAY  REEN(2) 

1S0"  360  CALL  CLEAR  ::  CALL  CHAR C 33 . " FFF 

150  FDR  B=0  TO  30  STEP  2  ::  CALL  SO  FFFFFFFFFFFFF " ) : :   CALL  COLOR < 1 , 

UND(-10,  110, 30,  110. 30, 2  500, 30,  -  S,  1  ) 

B.B)::   CALL  SOUND <- 1 0 ,  1  1 0 , 30 ,  1  1  370  LC  =  0  ::   FOR  Z=l  TO  16  ::  CALL  H 

0. 30, 4000, 30, -8, B)  :  :  NEXT  B  CH AR < Z ,  1  , 33 , 32 )  :  :   NEXT  Z 

160  CALL  CLEAR  ::  DISPLAY  AT(10,9):  380  CALL  CHAR < 42 , " FFFFFFFFFFFFFFFF " 

USING  "PRESS"  ::  DISPLAY  AT(12,  '==  CALL  COLOR ( 2 , 1 3 , 1 ) 

7):USING  "I-FQR  INSTRUCTIONS"  390  FOR  Z=17  TO  20  ::   CALL  HCHAR ( Z , 

170  DISPLAY  AT  <  14,  14)  :  USING  "OR"  ::  1,42,0.2)::  NEXT  Z 

DISPLAY  AT  (  16, 9)  iUSING  "G-FOR  ^^^  RANDOMIZE 

GAME"  ^10  REM  DEF  CHAR 

180  CALL  KEY{0,K,5)::   IF  SOI  THEN  ^^^  CALL  CHAR  ( 96  ,  "  00000000FFF  FFFFFF 

180  FFFFFFF0000000000000000FFFFFFFF 

190  IF  K=71  THEN  330  FFFFFFFF") 

200  IF  K  =  73  THEN  220  "^30  CALL  CHAR  (  1  20  ,  "  0030  1  8  1  C3F  i  F0700 

210  PRINT  "ALPHA  LOCK  MUST  BE  ON"   :  "^ 

:  PRINT  ::   PRINT  "TRY  AGAIN"   ::  "^"^^  CALL  CHAR  (  1 2  1  ,"  000000 "  ) 

FOR  DELAY=1  TO  200  ::  NEXT  DEL  ^^^  CALL  CHAR < 1 22 , " 00000000FCFF8000 

AY  : :  SOTO  160  " ' 

220  CALL  CLEAR  ::   PRINT  "YOU  ARE  PI  '*<^^  ^ALL  CHAR  (  1 23 ,"  00000000 "  ) 

L0TIN6  A  JET"  ::  PRINT  ::   PRINT  ^^^  CALL  CHAR ( 1 04 ," 0000000007 1 F 1 5 1 F 

"AIRCRAFT  WHICH  HAS  BEEN  "   ::  "' 

PRINT  ::  PRINT  "CLEARED  TO  LAND  "^90  CALL  CHAR  (  1 05 ,"  0203030203030203 

230  PRINT  "RUNWAY  180."   ::  PRINT  ::  ''''^  ^^'-'-  CHAR  <  1 06 ,  "  00008080E0F8A8F8 

240  CA^L^'cLEAR^^fpRJi?  "USE  YOUR  J  ^^^  "^.^^^     CHAR  C  1  07 ,  "  C040C0C040C0C0C0 

°PR™^-S?NK°RA?^^;Ni)^^^^^LD:  -  ^  C  ALL  CHAR  <  1  24  ,  "  0030  1  8  1  C3F  1  F0705 

„  0000  ) 

243  PrInT  "JOYSTICK  CONTROL-"  ::  PR  ^^^  CALL  CHAR < 1 26 ," 00000000FCFF88B4 

INT  0000  > 

■z,A-=      DOTM-r       ..  1    irrr-r  /\r- i- m    ir  tD /^t  tr  ..  r^  d  ,  ^30  CALL      C  H  A  R  (  1  25  ,   "  00  0  0  00  00  "  ) 

245  PRINT   LEFT:   ACCELERATE    :;  PRI  —  >.  „  ^„.  .   „ ., 

NT  "RIGHT-   SRAKF"   ■■   PRINT  "HP-  ^^^  ^ALL  CH AR ( 1 27 ," 00000000 " ) 

JeCREASe's?nK  RATE"  ^^^  ^,^^^     CHAR  (  1  28  ,"  0000000002  1  F3B00 

247  PRINT  "DOWN:   INCREASE  SINK  RATE  ^,„  "',  ,  r^^^^  ,  ,  ^r.     „  ^« 

■■  ..  PRINT  ^^^  CALL  CHAR  (  129,  "000000000E56E300 

250  PRINT  "FIREBUTTON  CONTROLS  LAND  ^_,^  "i.  .       „, 

IN6"  ::  PRINT  ::   PRINT  "GEAR."  ^^^  ^'^^'-  CHAR  C  1 30 ,"  00000000 "  ) 

::  PRINT  ::  PRINT  ::  GOSUB  310  ^^^  ^^^^^  CHAR  (  1 3 1  ,"  00000000 "  ) 

::  CALL  CLEAR  5^0  REM  DRAW  DISPLAY 

260  PRINT  "TO  RECOVER  FROM  A  STALL"  ^^^  CALL  SPR I TE  ( # 1 ,  96 , 2 ,  1  80 ,  1  , 0 , B )  : 

::   PRINT  ::  PRINT  "INCREASE  AI  -  CALL  C0L0R(«1,16) 

R5PEED  ABOVE  60."   ::  PRINT  ::  610  CALL  SPR I TE ( #2 , 1 20 , 2 , 1 0 , 245 , A , 0 

PRINT  "IF  YOU  CANNOT  STOP  BEFO  )::   CALL  C0L0R(#2,7) 

RE":   :  620  CALL  SPR I TE ( # 3 ,  1  04 , 2 ,  1 10 , 250 , 0 , 

270  PRINT  "TOWER  REACHES  LEFT  SIDE  -2) 

OF"  ::   PRINT  ::  PRINT  "SCREEN,  630  CALL  MAGNIFY<4> 

INCREASE  AIRSPEED"  ::  PRINT  640  FOR  C5=l  TO  40  ::  CALL  LOCATE(# 

280  PRINT  "TO  60  AND  LIFT  OFF  FOR  "  2,10,C5)::  NEXT  C5  ::  GOSUB  870 

::  PRINT  ;:  PRINT  "ANOTHER  PAS  650  REM  MAIN  LOOP 

S."  ::   PRINT  ::  PRINT  ::   GOSUB  660  GOSUB  1120  ::   60SUB  890 

310  ::   CALL  CLEAR  670  IF  J=0  THEN  690 

290  PRINT  "YOU  MAY  HAVE  FOUR  PASSES  680  CALL  MOT  I  ON  C tt 1  , 0 , B , «2 . A , 0 ) 

"  ::  PRINT  ::  PRINT  "AT  THE  RUN  690  CALL  CO  I NC ( tt2 ,  1 70 , 40 . 9 ,  T ) 

WAY "   ::  PRINT  ::  PRINT  "BE  700  CALL  CO  I  NC  ( It  3  ,  1  1  0  ,  1  ,  4  ,  DA  ) 

WARE  OF  THE  WIND  SHIFTS!"   ::   PR  710  CALL  CO  I NC ( *2 ,  240 , 40 , 9 , E )  :  :   IF 

INT  ::  PRINT  E=-l  THEN  A=l   ::  GOSUB  B90  ::  G 

300  PRINT  "GOOD  LUCK  I  !  !  !  "  ;:  PRINT  OTD  680 

::  PRINT  ::  PRINT  ::  PRINT  ::   G  720  IF  DA=-1  THEN  1320 

OSUB  310  ::  60  TO  330  730  IF  T<>-1  THEN  660 

310  PRINT  ::  DISPLAY  AT  (  24  ,  1  )  :  US  I  NG  740  CALL  MOT  I  ON  (  t*2  ,  0  ,  0  ) 

"HIT  ANY  KEY  TO  CONTINUE"  750  IF  A>1  THEN  6QSUB  920  ::  GOSUB 
210  COMPUTE!  October  1983 


710 

920 

930 

940 

950 

960 

970 

980 

990 

1000 

AT<3,  10)SIZE<20)  :USINB 


10) SIZE (20) : USINB 


AT  (7,  5) SIZE  (20)  : USINB  8 


AT(7,5>SIZEC20) BEEP: US  I 

AT (9, 5) SI ZE (20) : USING  " 

: :  RETURN 

AT (9, 5) SI ZE (20) : USING  8 


960  : :  BOTO  1660 
760  IF  LG=0  THEN  1660 
770  6DT0  1760 
780  REM  UPDATE  DISPLAY 
790  IMABE  SINK  RATE:  ### 
300  IMAGE  RUNWAY  ENDS  ###  YDS 
810  IMAGE  AIRSPEED:  ##« 
820  IMAGE  TOUCH  DOWN 
830  IMAGE  SINK  RATE  TOO  HIGH 
840  IMAGE  AIRSPEED  TOO  HIGH 
850  IMAGE  CRASH  LANDING 
860  IMAGE  STALL  WARNING! 
B70  DISPLAY  AT ( 1 , 10) SIZE <20) : USING 

"ATTEMPT  NO.  # "  :  A  1 
880  RETURN 
890  DISPLAY 

790:  A 
900  DISPLAY  ATC 
810: -B 
RETURN 
DISPLAY 
30 

RETURN 
DISPLAY 
NG  840 
DISPLAY 
BOUNCE" 
DISPLAY 
50 

RETURN 
CALL  HCHAR (7, 5, 33, 27) : :  DISPLAY 

AT (9, 5) SIZE (20) : USING  820 
RETURN 
DISPLAY  AT (9,5) SIZE  (20)  : USINB 
"WARNING  " 
1010  DISPLAY  AT ( 1 1 , 5) SI ZE (20) : USING 

800: RE 
1020  RETURN 

1030  CALL  HCHAR (7, 5, 33, 27) ; 
1040  CALL  HCHAR (9, 5, 33, 27) : 
1050  CALL  HCHAR ( 1 i , 5, 33, 27) 

N 
1060  DISPLAY  AT (9, 5) SI ZE (20) 

"LIFT  OFF"   ::  CALL  HCHAR ( 1 1 , 5 , 
33, 27) : :  RETURN 
1070  DISPLAY  AT (3, 10) : USING  "END  OF 
RUNWAY  "  ::  DISPLAY  AT(5,10): 
USING  "NEW  APPROACH"  : :  DISPLA 
Y  AT (7, 10) : USING  "NECESSARY" 
1080  RETURN 

1090  PRINT  "THAT'S  5  PASSES  AT  THE" 
::  PRINT  ::   PRINT  "RUNWAY.   TU 
RN  IN  YOUR"  ::  PRINT  ::  PRINT 
"PILOT  LICENSE  AND  PUT":   : 
1100  PRINT  "SOMEONE  ELSE  IN  THE"  :: 
PRINT   ;:   PRINT  "COCKPIT"   ::   P 
RINT  : :  RETURN 
1110  DISPLAY  AT(7,9)BEEP  SIZE(20):U 

SING  860  : :  RETURN 
1120  REM  JDYST/  LANDING 
1130  CALL  KEY  (  1  , RV,  ST)  : 

ND  LG=0  THEN  1190 
1140  CALL  JOYST ( 1 , X, Y) : :   IF  X=0  AND 
Y=0  THEN  GOSUB  1210  : :  RETURN 
11S0  A=A-Y/4  ::  B=B+X/4 
1160  IF  ABS(A)>127  THEN  A=127«SGN(A 

) 
1170  IF  B>-50  THEN  1430 
1 180  J=l   : :  RETURN 


RETURN 

RETURN 

RETUR 

USING 


GEAR 
IF  RV=18  A 


1  190 
1200 

1210 
1220 
1230 

1240 

1250 

1260 

1270 
1280 

1290 
1300 
1310 
1320 
1330 

1340 

1350 

1360 
1370 

1380 


1390 
1400 

1410 
1420 

1430 
1440 

1450 
1460 
1470 
1480 

1490 


1500 
1510 
1520 
1530 
1540 

1550 
1560 
1570 
1580 
1590 
1600 
1610 
1620 
1630 
1640 
1650 
1660 
1670 

1680 
1690 
1700 


CP=6  THEN  B=B+1 


CP=10  THEN  A=A-1 


CP=15  THEN  A=A+1 


CALL  PATTERN<«2, 124) 
A=A+3  : :  B=B+20  : :  LG 
0  1  160 

REM  COMPLICATIONS 
CP=INT  <RND« 16) 
IF  CP=1  THEN  E=B-1  :: 
0 
IF 
0 
IF 
80 
IF 
80 

J=0  : :  RETURN 
IF  ABS(A)>i27 
) 

GOTO  1310 
IF  B<-127  THEN 
J=l   : :  RETURN 
REM  NEW  APPROACH 
CALL  MOTION (#2, 0, 0> : ; 
ITION (#2,R4, C4) 
IF  Al>4  THEN  1400 
CALL  DELSPRITE  (#1 , «3) 
LEAR 

GOSUB  1070 
CALL  PATTERN(#2, 
FOR  X=C4  TO  255 
(#2, INT (R4) , X) : : 
5-C4) ) : :   NEXT  X 
A1=A1+1   : :  GOTO  340 
CALL  DELSPRITE  (ALL)  : 
AR 

GOSUB  1090 
FDR  DELAY=1 
AY  : :   GOTO 


a  : :  GOT 

GOTO  130 

GOTO  130 

GOTO  12 

GOTO  12 


THEN  A=127»S6N<A 


B=-127 


20) 
:  CA 
R4  =  R 


TO  700 

1970 


CALL  PDS 


CALL  C 


LL  LOCATE 
4- (R4/ (25 


CALL  CLE 


NEXT  DEL 


REM 

GDSU 

CALL 

CALL 

CALL 

CALL 

CALL 

DE  = 
70  : 
IF  T 
SR  =  S 
CALL 
IF  R 
CALL 

Y  =  0 
B  =  E!  + 
REM 
IF  B 
CALL 
GDSU 
GOTO 
CALL 
A  =  A~ 
GOTO 
GDSU 
RETU 
REM 
CALL 
,  0,  # 
CALL 
FDR 
CALL 


STALL 

B  111 

MOTI 

POSI 

LOCA 

COIN 

COIN 

-1  TH 

:   IF 

=  -1  T 

R+4 

KEY  ( 
V=18 
JOYS 
THEN 
X/4 


0 

ON (#2, 0, 0) 

TIDN  (4*2,  SR,  SO 

TE  (#2,  SR,  SO 

C (#2, 170, 40, 2, T) 

C (*3, 110, 1,2, DE) : : 

EN     A1=A1+1      : :      BDSUB 

Al>4     THEN     1400 

HEN  1660 


IF 
8 


1  ,RV, ST) 
AND  LG=1  THEN 
T ( 1 , X, Y) : :   IF 
1470 


1610 
X=0  AND 


THEN  1640 
: DN (# 1 , 0, B ) 


"ERN (#2, 120) 
B=B-22  : :  LG=0 


<-60 

MOTH 
B  890 

1470 

PATTE 
3 

1560 
B  1030 
RN 
CRASH 

MOTI ON ( tt  1  , 0 , 0 , #2 , 0 , 0 , #3 , 0 
4,0,0: 

SOUNI 
P=l     T« 

SCREI 


i) 

ID ( 1000, -7,0) 

"0     10 

:en  (2) 


October  1983     COMPUTi!     211 


1710 

1720 
1730 

1740 
1750 
1760 
1770 

1780 
1790 
1S00 

1810 
1820 

1830 

1840 

1850 


0 

1860 

1870 


1880 
1890 

1900 

1910 
1920 


CALL 

LL  S 

CALL 

FDR 

AY 

CALL 

GOTO 

REM 

GOSU 

0 

CALL 

IF  B 

CALL 

CALL 

IF  D 

10  : 

CALL 

RE=I 

:  GO 

CALL 

ND  B 

A-2 


SCREEN ( 16) : :   NEXT  P 
CREEN  <2) 

PATTERN(»2, 128) 
DELAY=1  TO  400  : 


CA 


NEXT  DEL 


DELSPRITE (ALL) 

1970 
TOUCHDOWN/ BRAKE /T&G 
B  980  ::   IF  B<-53  THEN 


194 


JQYST  t  1  ,  X  ,  Y)  :  :   B  =  B-t-X/2 
>-l  THEN  1880 

MOTION (»1 , 0, B) 

C0INC.C#3,  110,  1,4,  DA) 
A=-l  THEN  RE=0  ::  60SUB  10 
;  GOTO  1660 

DISTANCE(»3, 1 10, 1 ,RQ) 
NT ( SQR (RQ) ) : -  60SUB  1000  : 
SUB  900 

KEY (1 , RV, ST) : :  IF  RV=1B  A 
<-60  THEN  GOSUB  1060  ::  A= 
: :  GOTO  187 


GOTO  17B0 

CALL  M0TI0N(#2, A,0) s :  FOR  DELA 

Y=l  TO  200  ::  NEXT  DELAY  ::  GO 

TO  650 

REM  SCORING 

CALL  MOTION (ttl ,0,0, «2, 0, 0, #3,0 

,  0,  tt4,  0,  0) 

CALL  DELSPRITE (ALL) : :  CALL  CLE 

AR 

PRINT  "CONGRATULATIONS  !":   : 

PRINT  "YOUR  SCORE  IS  :";(RE/A1 


)  *  10:   : 
1V30  GOTO  1990 
1940  A  =  A-2  ::  CALL  MOT  I  ON ( #2 , A , 0 )  :  : 

GOSUB  940 
1950  FOR  DELAY=1  TO  20  : :  NEXT  DELA 

Y 
1960  A=A+2  ::  GOSUB  1030  ::  GOSUB  1 

040  1 :   GOTO  650 
1970  REM  PLAY  AGAIN 
1980  CALL  CLEAR 

1990  PRINT  "PLAY  AGAIN   (Y/N)?" 
2000  CALL  KEY(2,RV,SV) 
-2010  IF  SV  =  0  THEN  2000 
2020  IF  RV=15  THEN  2050 
2030  IF  RV=iB  THEN  330 
2040  GOTO  1990 
2050  END 


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How  To  Create  A 
Data  Filing  System 

Part  4:  The  Main  Program 


Jim  Fowler 


In  the  final  installment  of  this  series,  the  author  looks 
at  ways  to  approach  the  overall  logic  of  a  final  system. 
Safeguards  and  auxiliary  programs  are  also  discussed. 


Now  you  have  most  of  the  detail  work  on  your 
data  file  system  finished.  You  know  what  kind  of 
files  you  want  and  how  they  are  formatted.  The 
nature  of  the  output  functions  (and  searches)  has 
determined  the  coding  and  index  files  needed, 
and  this  has  pretty  much  dictated  the  input  part 
of  the  program.  Now  we're  ready  to  put  it  all 
together. 

Moke  If  Modular 

You  probably  already  know  the  advantages  of 
writing  programs  with  lots  of  subroutines,  each 
doing  a  single  task.  In  data  filing  systems  this 
advantage  is  particularly  obvious.  A  subroutine 
to  input  a  string  from  a  particular  device  is  much 
more  useful  than  one  to  input  a  string  from  the 
keyboard  and  another  to  read  a  string  from  the 
disk.  That  subroutine  can  be  used  in  other  sub- 
routines, to  input  an  author's  name,  and  again  to 
input.the:.title  of  a  work,  the  date  of  publication, 
and  so  on.  The  subroutine  to  input  an  author's 
name  and  encode  a  part  for  the  index  file,  can  also 
be  used  to  input  a  key  used  to  search  for  a  par- 
ticular author.  This  can  go  on  and  on.  Whenever 
possible,  make  subroutines  so  all-purpose  that 
they  can  be  called  throughout  the  program. 

In  the  accompanying  flowchart,  I  have  illus- 
trated the  design  for  my  author-subject  file  of 
books  and  articles.  How  you  want  your  data  dis- 
played, what  you  want  printed,  and  what  you 
want  on  the  screen  will  depend  on  your  individual 
situation.  Some  people  want  a  printout  of  their 
input  as  well.  It  is  also  easier  for  some  people  to 
proofread  text  on  paper  than  on  a  screen,  so  cus- 
tomize it  for  your  needs.  Your  requirements  will 


differ  from  mine,  so  your  flowchart  will  be  dif- 
ferent, too.  However,  you  probably  should  use 
subroutines  in  a  modular  fashion. 

Preventing  Disaster 

You  should  include  fail-safe  methods  to  prevent 
disastrous  errors.  For  instance,  suppose  you  have 
just  finished  entering  a  hundred  records  and  you 
turn  off  the  system  without  saving  the  index  files. 
This  disaster  breaks  down  into  two  problems: 
reminding  the  user  to  save  the  file  before  quitting, 
and  reconstructing  the  lost  files  from  the  data  on 
disk  in  the  main  recordsL.  Both  are  easy  to  solve, 
but  you  must  solve  them  -  preferably  in  advance. 
Even  if  your  method  of  reconstructing  files  is  crude 
or  your  warning  to  the  user  lacks  elegance,  the 
important  thing  is  to  have  these  provisions  in  the 
program. 

You  cannot  prevent  certain  disasters,  al- 
though you  can  reduce  the  seriousness  of  the 
damage.  These  include  a  power  interruption, 
hardware  failure,  or  a  bad  spot  on  a  disk.  To 
minimize  the  damage  from  these  troubles,  you 
need  good  operating  procedure.  For  data  files, 
this  means  making  backup  copies  frequently.  You 
could,  for  example,  make  backup  copies  after 
every  twentieth  entry  into  the  file,  then  put  a 
counter  in  the  program.  When  it  "goes  off,"  have 
the  program  tell  you  to  insert  a  disk  into  drive  X 
and  "press  return"  -  and  there  is  your  backup. 

Satellite  Programs 

You  may  find,  as  I  did,  that  you  will  need  one  or 
more  other  programs  to  augment  your  data  file 
system .  For  example,  you  probably  will  have  to 
write  a  program  to  prepare  the  disk  for  therecords 
to  be  written.  It  should  allocate  (and  fill  with  nulls) 
perhaps  one  thousand  relative  records.  These 
nulls  (zeros)  are  then  replaced  as  real  data  is  writ- 
ten into  the  system.  A  program  that  does  this  is  a 
satellite  program.  It  is  not  part  of  the  main  system 

October1983    COMPUIi!     213 


Initialize 
Load  Index 

Files  +  NEXT 
RECORD  (NR) 


MENU 


Get  response 


to 
^    next 
page 


Flowchart  For  Main  Author-Subject  Program 


Save  Index  Files 

+  NRondisk 


GOSUB 

Input  Author 
Input  Title 
Input  Subjects 


I 


'Current  Record' 
=  NR 


Add  1  to  NR 


INPUT  NR  of 
Record  to  Change 


Menu  has 
F  =  FiIe  data 
A  =  Add  data 
C  =  Change  data 
L  =  Look  for  author 
S  =  Subject  search 


Display  "Current 
Record" 


Ask  what  part  to 
change  or  is  it  OK? 


Get  response 


GOSUB 
Input  Author 


GOSUB 
Input  Title 


GOSUB 
Input  Subjects 


PRINT  Record 
on  Disk 


214    COMPUTI!    Octot)er1983 


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Ask  for  KEY: 

GOSUB 
Input  Author 


Author  search 
"BEGIN"  (Put  key 
in  Buffer) 
Decrement  Pointer 
(DECPTi 


Ask  for  KEY: 

GOSUB 
Input  Subjects 


Yes 


Display  record 

having  NR  in 

register 


Subject  search 

"BEGIN" 

"DECPT" 


Display  record 

having  NR  in 

register 


Yes 


program,  but  has  no  function  except  in  that  sys- 
tem. You  can  simply  inckjde  this  program  on  the 
same  disk  as  the  main  program  where  it  is  handy. 

I  had  to  create  a  satellite  program  when  my 
main  data  file  forced  me  to  make  a  second  data 
system.  Many  of  the  records  I  entered  were  titles 
of  magazine  or  journal  articles.  There  is  no  point 
in  spelling  out  The  Journal  of  Embryology  and  Ex- 
perimental Morphology  when  everybody  in  the  busi- 
ness knows  it  as  "JEEM."  Every  periodical  has  an 
official  abbreviation,  but  how  to  remember  them 
all?  I  had  to  make  a  dictionary  of  journal  names 
and  their  abbreviations.  Of  course,  that  meant 

216    COMPUTE!    October  1983 


another  data  file.  If  I  had  had  the  foresight,  I 
could  have  incorporated  the  dictionary  into  the 
main  system.  Fortunately,  my  half-megabyte  disks 
have  lots  of  room,  but  I  really  do  not  need  a  second 
system  with  its  files  and  program  when  it  could 
be  ancillary  to  the  main  one.  Maybe  you  will  think 
far  enough  ahead  and  avoid  the  rather  clumsy 
solution  I  had  to  adopt. 

As  we've  stressed  throughout  this  series, 
ingenuity,  careful  planning,  and  foresight  are  the 
key  ingredients  to  a  good  system.  Although  it 
may  be  frustrating  at  times,  writing  the  system  is 
almost  as  worthwhile  as  using  it.  © 


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MACHINE  LANGUAGE 


Jim  "Butterfield.  Associate  Editor 


Bagel  Break,  Part  3 


We've  looked  at  some  of  the  planning  that  goes 
into  organizing  a  machine  language  game  of 
"Bagels."  Let's  put  the  final  touches  together, 
and  discuss  some  less  obvious  aspects  of  the  way 
the  program  fits  with  BASIC. 

We  chose  to  start  the  machine  language  at 
5033C,  decimal  828.  The  main  reason  for  this  was 
to  make  it  universal  -  the  same  space  is  available 
in  PET,  CBM,  VIC  and  Commodore  64  computers. 
It  is  the  memory  address  of  the  cassette  tape  buffer 
(on  PET/CBM,  the  buffer  for  cassette  2). 

But  that  space  is  not  always  free  and  clear.  If 
we  wished  to  save  the  program  to  cassette  tape, 
we  might  need  this  buffer  space.  The  SAVE  com- 
mand would  begin  by  staging  the  program 
"header"  block  in  this  area;  the  program  would 
be  destroyed  before  it  was  written.  If  we  should 
try  any  BASIC  4.0  disk  commands,  this  area  would 
also  be  invaded;  a  simple  CATALOG  command 
would  wreck  our  program. 

For  safety's  sake,  we  should  pop  our  machine 
language  program  into  place  just  before  we  use  it. 
What  better  way  than  to  build  the  program  as  a 
series  of  BASIC  DATA  statements,  and  POKE  it 
into  its  working  area? 

That's  exactly  what  we  do  in  the  program 
here.  If  we  examine  the  numbers  in  the  DATA 
statements,  we'll  be  able  to  spot  our  original  pro- 
gram. The  first  two  numbers,  for  example,  are 
169  and  0.  These  decimal  numbers  would  translate 
to  $A900,  and  that's  our  first  instruction,  LDA 
#S00,  or,  "Load  the  A  register  with  the  actual 
value  of  hex  00."  We  could  trace  through  all  of 
the  instructions  of  the  original  program  in  this 
fashion. 

If  Is  BASIC 

How  did  we  get  the  DATA  statement  values  in 
lines  100-180?  We  could  do  it  by  painstaking  hand 
translation,  but  there  are  easier  ways.  After  all, 
we  have  a  computer  to  do  the  routine  calculations 
for  us.  One  way  would  be  to  put  the  hex  program 
in  place,  and  then  write  a  loop  using  PEEK  to 

218     COMPITTE!    October  1983 


print  out  the  decimal  values.  For  example, 

FOR  J  =  828  TO  848:  PRINT  PEEK(J);:NEXT  J 

would  yield  a  series  of  decimal  values.  Using 
screen  editing,  we  could  insert  the  commas  and 
prefix  the  values  with  a  line  number  and  the  word 
DATA. 

Thus,  we  have  a  program  that's  totally  BASIC. 
When  it  runs,  we  manufacture  a  machine  language 
program  and  then  call  it.  But  the  program  handles 
like  BASIC,  lists  like  BASIC,  and  may  be  loaded 
and  saved  like  BASIC  -  because  it  is  BASIC. 

A  few  comments  on  the  BASIC  program  itself. 
Line  290  causes  the  random  number  generator  to 
be  scrambled,  or  "randomized."  When  we  use 
the  value  zero  as  an  argument,  i.e.,  RND(O),  the 
random  number  seed  is  scrambled  against  the 
clock  time  so  that  all  following  numbers,  called 
with  RND(l),  will  be  unpredictable. 

Lines  300  to  320  generate  four  random  num- 
bers, each  from  65  (the  ASCII  letter  A)  to  70  (letter 
F)  inclusive.  These  values  are  POKEd  into  memory 
for  the  machine  language  program  to  use. 

After  the  call  to  machine  language,  PEEK(577) 
will  tell  us  whether  or  not  the  player  got  the  solu- 
tion. Location  577  ($0241),  tells  us'about  the  "exact 
matches":  four  is  a  correct  solution,  of  course.  If 
the  count  is  less  than  four,  we  must  tell  the  player 
what  the  solution  was  by  PEEKing  the  characters 
back  out  from  addresses  580  to  583  -  that's  where 
we  put  them. 

We  have  looked  at  a  simple  game  which  uses 
BASIC  and  machine  language  working  together. 
The  emphasis  this  time  was  on  working  the  prob- 
lem through  and  commenting  on  the  various  tools 
that  a  programmer  might  bring  to  the  task. 

The  program  could  well  have  been  written 
entirely  in  BASIC.  After  all.  Bagels  doesn't  need 
super-speed  to  run.  But  you  may  notice  that  for 
this  sort  of  job,  machine  language  brings  a  clean 
elegance  to  the  program.  The  programmer  often 
feels  that  machine  language  gives  a  more  total 
control  over  the  programming. 


Moses 

THE  ASSEMBLER  OF  THE  AGES 
for  the  VIC  20 

Why  MOSES? 

Programs  written  with  MOSES  run  fifty  to  several  hun- 
dred times  faster  than  programs  written  in  BASIC.  A 
program  that  takes  two  minutes  to  execute  in  BASIC, 
will  only  take  two  seconds  (or  less)  to  execute  when  writ- 
ten with  MOSES. 
ULTRA-FAST 


MOSES  is  written  in  MACHINE 

LANGUAGE!  MOSES  assembles 

dozens  of  times  faster  than 

assemblers  written  in  BASIC. 
atTWi  SOPHISTICATED 

MOSES  makes  3  PASSES,  not 

just  one  or  two  like  most  other 

assemblers. 
ULTRA-FRIETIDLY 

On  screen   menu   of  EASY-TO- 

USE  COMMANDS. 

ULTRA-CONVENIENT 

Comes  in  a  CARTRIDGE  with  sturdy  plastic  case. 
MOSES  is  easy  to  learn  and  powerful.  As  you  enter 
each    line,   MOSES   verifies   syntax,   and   partially 


Moses 


assembles  the  line  thereby  reducing  debugging  time 
and  conserving  memory.  This  means  an  even  faster 
assembly.  Also  included  with  MOSES  is  a  machine  lan- 
guage MOMITOR  with  34  powerful  commands  to  help 
you   debug   your  programs. 
Whether  you  program  for  fun  or 
profit,  or  both,  you  need  MOSES. 
You'll  love  the  ability  to  program 
where   imagination   is  your  only 
limit. 


The  65C02  Assembler  for  the  VIC  20 


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For  a  limited  time,  we  will  include 
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VICZOPRODaCTS: 

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2532  EPROM 

6116  2KX8CM0SRAM 

4116fWM 


8.40 
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Sentinal  3"  ds/dd  10/2.55  50/2,50  100/2.45 

We  stock  Dysan  disks 

Wabash  5- ss/sd  10/165  50/1,60  100/1,55 

Wabash  rj"  ss/dd  10/1.95  50/1.90  100/1.85 

Wabash  8"  ss/sd  10/2.00  50/1.95  100/1.85 

We  stock  MAXELL  DISKS 

Write  for  dealer  and  DEM  prices. 

Disk  Storage  Pages     10  for  $5    Hub  Rings  50  for  S6 
Disk  Ubr.iry  Cases      8"— 3,00  5"— 2.25 
Head  Cleaning  Kits     1 1 

CASSETTE  TAPES- 

c-io 

C-30 


-AGFAPE-6)1  PREMIUM 

10/ .61       50/ .58        100/50 
10/ .85      50/ .82        100/ .70 


OATASKIELD  BACKUP  POWER  SOURCE        265 

Batlery  t);ick  up  Uninlermplible  Power  Supply  with  surge  and 
noise  filtering  The  answer  to  your  power  problems. 


98 


Zenith  ZVM-1 21  Green  Phosphor  Monitor 

Zenith  new  color  and  monochrome  monitors  in  slock 

Peachleit  5D00  SoltwarB  Packajje 

PFS  Soltware  lor  IBM  and  Apple  in  stock 

VOTRAX  Personal  Speech  System 

VOTRAXType-N-lalk 

VOICE  BOX  Speech  Synthesizer  (Apple  or  Atari) 

CompuServe  Subscription  (5  hours  free) 

Dynai  |Bi3)tlief]  DX-15  Daisy  Wheel  Printer 

Prownter  Parallel  Printer 

Plniionic  1090  Prtnter  nilli  Comipcnilenu  Mode 

USI  CompuMOD  4   R  F  Modulator 

Oaisywriler  2000  with  -IBK  buffer  -I-  cable 

Many  pnnters  available  (Gemini-Star.  Brolhef,  OKI,  etc.) 

We  Stock  AMDEK  Monltore 

Amdek  DXY-100  Pkitter  590 

A  P  Products  15%  OFF 

Walanabe  Intelligent  Plotter  990  6-pen  1290 

BROOKS  6  Oullet  Soii<  Siipprtssor/NoJit  Filter  54 

We  stock  Electrohome  Monitors 

SyeertekSYM-l  Mlcncompiiter  |69 

i':L?M!!^.MA?.!™*.^..f  RICES  DISCOUNTED 

Panasonic  12"  Monitor  (20  MHz)  with  audio 
Panasonic  CT-,160  Dual  Mode  Color  Monitor 


Z19 

280 
160 

32 
469 

379 

319 

39 

1150 


135 
259 


USI  Vlileo  Mcnitors—Green.er  AMBER  20  MHz  hl-res. 
Dealer  anil  OEM  Inquiries  invited 


T£tiinf 


data 
systems 


H  E  B  0  1  Babot  (faclory  assembled)  Z 1 4  5  ■. 

ZZ9  Terminal  (DEC  and  ADM  compatidle)  6BD' 

ZT-)  Intelligent  Cominunica lions  Terminal  369 

ZT-IO  Intel  Terminal  with  Serial  Port  340 

Z1 00  I  e-blt/8-lilt  Systems  in  stock  CALL 

We  stock  entire  Zenith  line. 


ATARr 

SPECIALS 

WE  STOCK  ENTIRE  LINE-write  for  prices. 

Software  for  Atari  in  stocic 


215-822-7727 

252  Bethlehem  Pike 
Colmar,  PA  1891 5 


A  B  Computers 


WRITE; FOR  CATALOG.  Add  SI  .50  per  order  for  United  Parcel. 
We  pay  b'alani;e  ol  UPS  surface  shipping  charges  on  all  prepaid  orders 
(add  extra  (or  mail.  .^PO/FPO,  air).  Prices  include  cash  discount. 
JRegular  prices  slightly  higher  Puces  subject  to  change. 


OAK  STAND-C64.  VIC,  Apple,  Atari  29 

Beautiful  ralura!  solid  oak  two-level  slanl  Resis  on  (able 
above  compulef.  Holds  disk  drives/cassetle  deck,  as  well  as 
your  monilof/TV. 

KMMM  Pascal  for  PET/CBM/C64         $79 

A  subset  of  standard  Pascal  wrtti  extensions.  Includes  Macfiine 
Language  Pascal  Source  Editor.  Mac;fiine  Language  P-Code 
Compilef.  P-Code  to  macfiine  language  Iranslatw  fof  optimized 
obiect  code.  Run-time  package,  FkMling  Point  capability.  User 
Manual,  and  sample  programs. 
Flequires  32  K  f!£!5?  specify  configuration. 

EARL  for  PET  (disk  file  based)     $65 

Editor.  AucDkler.  Rdoaler,  Uaktr 

Genefales  relocatable  object  code  using  MOS  Techratogy 

mnenwuca  Disk  file  input  (can  edit  files  largef  than  memory). 


Paper  Clip  (Batteries  Included)     $109 

Extremety  compref)ensive  word  processor  for  Commodote  and 
CommodofE  64  computers.  Has  features  of  WflfdPro,  plus 
a*anccd  fundioiis  tike  Iwnontal  scroll,  column  wcnb,  ookjnm 
aritfimetic,  column  sort  and  cofliprehensr^e  praiter  support^ 

Detphfs  ORACLE  (Batteries  EncJuited)     $125 

Campteliensive  Data  Base,  Reporl  Writer,  Mail  Label  system 
allowing  large  recocd  size  (over  8000  characters)  with  the 
numbef  of  records  in  a  file  limited  only  by  disk  capacity  (7.5 
MB  or)  9090  drive).  Fast  machine  language  loutineSt  including 
full  mulllleve^Mrts__ 

RAM/ROM  for  PET/CBM 

4K  or  SK  bytes  of  soft  ROM  optional  battery 
backup. 

Use  RAM/ROM  as  a  software  development  tool  to  store  data 
or  machine  code  beyond  the  nornial  BASIC  range,  or  to  load  a 
ROM  image  to  avoid  ROM  socket  conflicts.  Possible  appli- 
cations include  machine  language  sort  (such  as  SUPER- 
SORT),  universal  wedge,  Extramon,  etc. 
RAM/ROM  —  4K  $75 
RAM/ROM  -  8K  90 

Batt«y  Baciojp  Option 20 

SUBSORT  for  PET/CBM    $35 

Excellent  general  purpose  machine  language  sort  routine. 

PROGRAM  YOUR  OWN  EfROMS  $75 

Branding  Iron  EPROM  Programmer  lor  PET/CBM  software  for 
all  ROM  versions.  Includes  all  harrtware  and  software  to  pro- 
gram aj^_27J6_and_2^32_EPROMs- 

P0RTMAKERDUALRS232SERIALP0RT    $63 

Two  ports  with  lull  bipolar  RS232  buflering  Baud  rates  from 
30Qjfl_4™.  Fot_PEJ/CB2^^AIM^SYM. 

COMAL  Package  for  CBM  $25 

Includes  software  on  disk,  and  Comal  Handbook 

Superfiraphlcs  2.0 

NEW  Version  with  TURTLE  GRAPHICS 

SuperGraphics,  by  John  Fluharty,  provides  a  4K  machine 
language  extension  wtiich  adds  35  lull  featured  commands  to 
Commodore  BASIC  to  allow  fast  and  easy  plotting  and  man- 
ipulation of  graphics  and  shapes  on  the  PET/CBM  video 
display. 

SOUND  commands  allow  you  to  initiate  notes  or  songs 
from  BASIC,  and  then  play  them  in  the  background  mode 
without  interfering  with  your  BASIC  program. 

Additionally,  seven  new  TURTLE  commands  open  up  a 
whole  new  dimension  in  graphics. 

Specity  machine  model  (and  size).  ROM  type  (BASIC  3 
or  4) 

SuperGraphics  in  ROM  (SAOOO  orS9000)  $45 
Volume  discounts  available  tor  schods 


NEW 
VERSION  2 

noN  fur  C64 


FLEX-F  IL£  is  a  set  of  flexible,  friendly  programs  to  ai  tow  you  to 
set  up  and  maintain  a  iJata  base.  Includes  versalile  Report 
Writer  and  Mail  Label  routines,  anr)  dreumentation  for  pro- 
grammers to  use  Data  Base  routines  as  part  ol  older  pro- 
grams. 

RANDOM  ACCESS  DATA  BASE 
Record  size  limit  is  256  charactas.  The  number  o!  records  per 
disk  is  limited  only  by  record  size  and  free  space  on  the  disk. 
File  maintenance  lets  you  step  forward  or  backward  through  a 
file,  add.  delete,  or  change  a  record,  go  to  a  numbered  recad,  or 
find  a  record  by  specilied  field  (or  partial  field).  Field  lengths 
may  vary  to  altow  maximum  information  packing  Both  sub- 
totals and  sorting  may  be  nested  up  to  5  fields  deep  Any  field 
may  be  speciTied  as  a  key.  Sequential  file  input  and  outpuL  as 
well  as  file  output  in  WotdProand  PaperMatelormat  is  suppor- 
ted. Record  siie,  fields  per  record,  and  order  ol  fields  may  Be 
changed  easily. 
MAILING  LABELS 

Typical  mail  recortts  may  be  packed  3000  per  disk  on  8050 
(140D  in  4040)-  Labels  may  be  printed  any  number  wide,  and 
may  begin  in  any  column  position.  There  is  no  limil  on  the  num- 
ber or  order  Of  fields  on  a  label  and  complete  record  selection 
via  type  code  or  field  corvdition  is  supported 
REPDHT INRITEB 

Flexible  printing  format,  including  field  placement,  decimal 
justification  and  rounding.  Define  any  column  as  a  series  of 
math  or  trig  functions  performed  on  other  columns,  and  pass 
results  such  as  running  total  tram  raw  to  row.  Totafs,  nested 
subtotals,  and  averages  supported  Complete  record  selection, 
including  field  within  range,  pattern  match,  and  logical  func- 
tions can  be  specified. 

FLEX-FILE  2  by  Michael  Riley        $110 

CBM64,  PET/CB^/VIC— 22K,  Disk  SpKity  confi_gu_ration__ 

"SCRTeN  MAKER^cg'rsriiJcrotech)"" i^^^ 

flD  CofuiHi  Attiplcr  Itr  Continodore  M 
Expand  your  computer  for  business  applications.  Provides  80 
column  X  24  fine  display  in  a  2K  video  RAM.  Linking 
software  provided  _ _ 

Copy-Writer  Word  Processor  $69 

Full-featured  professional  word  processor  with  over  BOO  lines 
of  text  per  memory  load  on  C64,  Has  features  not  available  in 
many  word  processors  such  as  double  column  printing,  built  in 
graphic  capability,  shorthand  notations,  and  ability  to  support 
all  printer  codes. 

SPECIAL  COMBINATION  PACKAGE  "  $200 

Includes  SCREEM  MAKER  AND  Copy  Writer  lor  C64 

DISKLLU.  $411 

Intensive  Care  Urit  by  LC.  CarglJe 

COMPLETE  DISK  RECOVERY  SYSTEM  FOR  CBM  DRIVES 

-  edit  disk  btocks  with  ease 

-  duplicate  disks,  skipping  over  bad  blocks 

-  complete  diagnostic  facilities 

-  unscratcb  scratched  files 

-  check  and  correct  scrambled  files 

-  recover  improperly  ckssed  files 

-  extensive  treabnent  of  relative  files 

-  optional  output  to  IEEE488  printer 

-  comprehensive  user  manual  (an  excellent  tutorial  on  disk 
operation  and  theory). 

Furnished  on  copy-protected  disk  with  manual 
Backup  disk  available,  S1 0  additkxial. 

CBM  Sottwin 

PAPER  CLIP  Word  Pn)i»sur  MB 

BASIC  INTEBPRETER  for  CBM  B096  $95 
PEDISK  II  Syitemt  Iroin  cgrs  MicittKh  itniliklt 
FILEX  IBM  374)/2  Biti  Eiclnnge  Soltvirt  milihlL 
JIN  SAM  Diti  Base  MgnagetnenI  System  lor  CBM. 

COPY-WRITER  Wonl  Pntceuor  lor  PET/CBM  $1 59 

CASH  MANAGEMENT  SYSTEM  $45 

Pelspeed  BAS IC  Compiler  1 20 

Integer  BASIC  Compiler  f20 

CM AR  Record  Handler  IfO 

ItCSD  Pascal  (without  board)  135 

Wordcrafl  80  or  809B  265 


FORTH  for  PET  now  for  CB4 

BY  LC.  Cargile  arri  Michael  Riley  $50 

Features  inclwfe: 

full  FIG  FORTH  model 

all  FORTH  79  STANDARD  extensions. 

stmctured  B5D2  Assembler  with  nested  deciskin 

making  macros, 
full  screen  editing  (same  as  when  programming  in 

BASIC), 
auto  repeat  key. 
sample  programs. 

standard  size  screens  (16  lines  by  64  characters). 
150  screens  per  diskette  on  4040.  480  screens  on 

8050. 
ability  to  read  and  mite  BASIC  sequential  tiles, 
introduclcry  manual. 
rplpTPfv^  rriirinii^l 
For  Commodore  64,or  any  16K/32KPET/CBMwrth  ROM  3or 
4,  and  CBM  disk  drive  Please  specify  contiguratkxi  when 
adering 

Melicoflipller  for  FORTH  $30 

Simple  metacompiler  for  creating  compacted  object  code 
which  can  be  mn  independently  (without  FORTH  systjfij__ 

PageMate 

60  COMMAND 

WORD 

PROCESSOR 

by  Michael  Riley 


ftB  m^ 


Paper-Mate  is  a  fulKealured  word  processor  for  Com- 
modore computers  Page-Mate  incorporates  60  commands  to 
give  you  full  screen  editing  with  graphics  for  all!  6K  or  32K 
machines  (including  8032(,  all  printers,  and  disk  or  tapedrives. 
Many  addittonal  features  are  available  (including  most  capa- 
bilities ol  WordPro  3). 

Page-Mjte  functions  with  all  Commodore  machines  with  at 
least  16K,  with  any  printer,  and  either  cassette  or  disk 

To  order  Page-Mate,  please  specify  machine  and  RO  M  type. 
Page-Mate  (disk  or  tape)  for  PET,  CBM,  VIC,  C64 $40 

SM-K1T  fir  PET/CBM  $40 

Enhanced  ROM  based  utilities  (or  BASIC  4.  Includes  both  pro- 
gramming aids  and  ^iskjiandling  commands 

Commodere  64 

Huttr-Kiler  -  CmrmIiii  G4  15 

-  authentic  naval  warfare  game  (complete  vrith  sonar) 
Submarine  Warfare  (Clockwork  Computers)  29 
PAPER  CUP  Wir^  Pnctsnr  109 
BASM  Compiler  and  Assembler  65 
WordPro  3+/64  75 
Vanilla  PILOT  with  Turtle  Graphics  27 

-  also  includes  sound,  ToolkiL  (oystick  support 
Commodore  64  Programmer  Reference  Guide  16 
GCI  Submarine  Warfare  24 
Laser  Command  15 
EAHIY  GAMES  lor  Yooi|  CVUin  ZS 
PETSPEEO  Compiler  C64  120 
CALC  RES  ULT  Srmi  Skoet  Poclnii  1 35 
1 000  M  iles  (M  iiie  Bornes  Game  9 
MIcroCbm  19 
Adventure  (ilisk)  9 
PI10T64  45 
LOGO  64  45 
Eny  Cilc  64  G5 
MAE  Assembler  -  C64  85 
Assembly  Language  Tutorial  -  C54/V1C  27 
Abacus  Software  in  stock 

Synthy-64  nxjsic  and  sound  synthesiser  26 

Tiny  BASIC  Compiler  17 

ScreenGraphics-64  adds  BASIC  Graphics  22 

Draw  Poker  5 


All  Victory  Software  in  stock 


215-822-7727 

252  Bethlehem  Pike 
Colmar,  PA  1891 5 


A  B  Computers 


WRITE  FOR  CATALOG.  Add  SI. 50  per  order  for  United  Parcel. 
We  pay  balance  of  UPS  surface  sfiipplng  charges  on  all  prepaid  orders 
(add  extra  for  mail.  APO/FPO,  air).  Prices  include  cash  discount. 
Regular  prices  sligfitly  fiigfier  Prices  subject  to  cfiange. 


Bagets 

90  REM  BAGELS  ML 

100  DATA  169, 0,141, 64, 2, 238, b4, 2, 173, 64, 2 

,201,10,240,5,32,81,3,208,241,96 
110  DATA  9,48,32,210,255,169,32,32,210,25 

5,162,0,142,65,2,142,66,2,142,67,2 
120  DATA  32,228,255,201,65,144,249,201,71 

,176,245,32,210,255,174,67,2 
130  DATA  238,67,2,157,76,2,189,68,2,157,7 

2,2,224,3,208,223,189,72,2 
140  DATA  221,76,2,208,11,238,65,2,169,0,1 

57,72,2,157,76,2,202,16,234,160,0 
150  DATA  162,0,185,72,2,240,16,221,76,2,2 

08,11,238,66,2,169,0,153,72,2 
160  DATA  157,76,2,232,224,4,144,230,200,1 

92,4,144,223,162,0,169,32 
170  DATA  32,210,255,189,65,2,9,48,32,210, 

255,232,224,2,144,238 
180  DATA  169,13,32,210,255,173,65,2,201,4 

,96 
200  FOR  J=a28  TO  990 
210  READ  X:  T=T+X 
220  POKE  J,X 

230  NEXT  J:  IF  T<>18169  THEN  STOP 
240  PRINT  "BAGELS" 

250  PRINT  "..  GUESS  MY  SECRET  CODE" 
260  PRINT  "..  I'LL  TELL  YOU  HOW  MANY" 
270  PRINT  "..  EXACT  MATCHES  AND  OTHER" 
280  PRINT  " . .  MATCHES  YOU  GET ..." 
290  X=RND{0) 
300  FOR  J=0  TO  3 
310  X=INT(RND(l)*6)+65 
320  POKE  580+J,X 
330  NEXT  J 
340  SYS  828 
350  IF  PEEK (577) =4  THEN  PRINT  "GOT  ITr':G 

OTO  400 
360  PRINT  "THE  CODE  WAS;  " ; 
370  FOR  J=0  TO  3 
380  PRINT  CHR$(PEEK(580+J)); 
390  NEXT  J:  PRINT 

400  INPUT  "WANT  ANOTHER  GAME"rX$ 
410  IF  X$="Y"  OR  X$="YES"  GOTO  300      © 


New  VIC-20  based  monitor/control  system 
for  Home,  Industialfi  Laboratory  applications. 

Model  VM1000  is  a  7  slot  card  cage  utilizing 
both  User  &  Expansion  port  and  includes: 

VM101'  buffered,  6-slot  cartridge  mother 

VM201'  24K  RAM  expansion 

VM301  12  bit  DAC;  8  channel  MUX;  8  bit  ADC 

Personal  S5S5 

Comput:er  Specialties 
P.O.  Box  23,  Fleming,  Pa.  16835 

"Motherboards RAM  can  be  plugged  directly 
into  VIC  &  are  available  separately. 
VM101    $87         Pa.res.add  60/0  sales  tax. 
VM201    $115 


222    COMPUTl!    October  1983 


Telecommunications 


with  a  difference! 

Unexcelled  communications  power  and 
compatibility,  especially  for  professionals  and 
serious  computer  users.  Look  us  over;  SuperTerm 
isn't  just  "another"  terminal  program.  Like  our 
famous  Terminal-40,  it's  the  one  others  will  be 
judged  by. 

•  UP/DOWMLOAD  FORMATS  -CBM,  Xon-Xoff, 
ACK-NAK,  etc. 

■  DISPLAY  MODES  -  40  column:  80/132  with 
side-scrolling 

'   EMULATIOW  —  42  popular  terminal  protocols 

■  FUWCTIOrj  KEYS -8  Standard.  52  user-defined 

•  BUFFERS  — Receive,  Transmit,  Program,  and  Screen 

•  EDUIIMG  —  Full-screen  editing  of  Receive  buffer 

•  FILE  COMVERSION- ASCII  to  PGM,  PGM  to  ASCII 

•  PRINTING  —  Continuous  printing  with  Smaa  ASCII 
and  parallel  printer;  Buffer  printing  with  other  interfaces 
or  VIC  printer 

•  DISK  SUPPORT-  Directory,  Copy,  Rename,  Scratch, 
etc. 

•  FLEXIBILITY— Select  baud,  duplex,  parity,  stopbits,  etc. 

Program  options  are  selected  by  menus  and  function 
keys.  For  maximum  convenience,  an  EXEC  file  sets 
options  on  start-up.  SuperTerm  may  be  backed-up  for 
safety.  Software  on  disk  or  cassette,  with  special 
cartridge  module. 

Write  for  the  full  story  on  SuperTerm;  or,  if  you 
already  want  that  difference,  order  todayl 

Requires:  Commodore  6«  or  VIC-20.  disk  drive  or  Datasette,  and 
compatiOle  modem  VIC  versior  requires  I6K  memory  expansran.  Please 
specify  VIC  or  64  when  ordering 

Just  need  UP/DOWNLOAD? 

If  you  don't  yet  need  SuperTerm 's  power,  perhaps 
Terminal-40  Plus  |VIC)  or  '64  Terminal  Plus  is  right  for 
you.  We  took  our  top-rated,  smooth-scrolling  terminal 
programs,  added  up/download,  disk  commands,  and 
even  more  convenience.  Then  we  put  them  on  disk  for 
fast  loading,  just  like  you  wanted.  Need  we  say  more? 

Only  549.95  (Vk:  version  requires  SK  rnem  expl 

PS.  Trade  in  your  original  Terminal-40  or  '64  TerminaJ  and 

deduct  S  J  0.00. 
VIC  20  and  Commodore  64  are  traderrsarks  of  Commodore  Electfonios,  Ud. 

'ly'in  7o/\n  Send  for  a  free  brochura 

^  MAIL  ORDER:  Add  S1.60  shipping  and 

MimVITCT  '™^""9  C*3.™  '"  C.O.D.):  VtSAMastBToard 

nil/ W C3  I  iKcepled  (card#  and  exp.  date).  MO  residenis 

Ml^9n  "dd  5,625%  sales  tax.  Foreign  ordars  payable 

'  "^"W  Inc.  uss,  U.S.  Bank  ONLY:  add  $5  shp/hndlfl. 

311  WEST  72nd  ST.  •  K/vNSAS  CITY  •  MO  •  64114 


FLOPPY  DISKS  SALE 
*$1.19  ea. 

Economy  Model  or  Cadillac  Quality 

V^e  have  the  lowest  prices! 


Total  Price 
Total  Price 


$119.00 
13.90 


•  Automatic  dust  remover 


ECONOMY  DISKS 

Good  quality  5V4"  single  sided  single  density  with  hub  rings. 

Bulk  Pac  100  Qty.  $1.19  ea, 

10  Qty.  1.39  ea. 

CADILLAC  QUALITY 

•  Each  disk  certified      •  Free  replacement  lifetime  warranty 

For  those  who  want  cadillac  quality  we  have  the  Loran  Floppy  Disk.  Used  by  professionals  because  they  can  rely 
on  Loran  Disks  to  store  important  data  and  programs  without  fear  of  loss!  Each  Loran  disk  is  100%  certified  (an 
exclusive  process)  plus  each  disk  carries  an  exclusive  FREE  REPLACEMENT  LIFETIK^E  WARRANTY.  With  Loran 
disks  you  can  have  the  peace  of  mind  without  the  frustration  of  program  loss  after  hours  spent  m  program 
development. 

tOO%  CERTIFICATION  TEST 

Some  floppy  disk  manufacturers  only  sample  test  on  a  batch  basis  the  disks  they  sell,  and  then  claim  they  are 
certified.  Each  Loran  disk  is  individually  checked  so  you  will  never  experience  data  or  program  loss  during  your 
lifetime! 

FREE  REPLACEMENT  LIFETIME  WARRANTY  ^    , 

We  are  so  sure  of  Loran  Disks  that  we  give  you  a  free  replacement  warranty  against  failure  to  perform  due  to  faul- 
ty materials  or  workmanship  for  as  long  as  you  own  your  Loran  disk. 

AUTOMATIC  DUST  REMOVER  ^  ^^     ^, 

Just  like  a  record  needle,  disk  drive  heads  must  travel  hundreds  of  miles  over  disk  surfaces.  Unlike  other  floppy 
disks  the  Loran  smooth  surface  finish  saves  disk  drive  head  wear  during  the  life  of  the  disk.  (A  rough  surface  will 
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PROGRAMMING  THE  Tl 


C  Regena 


Playing  Music 
On  The  Tl 


Musicians,  rejoice!  Here  is  a  computer  that  plays 
music.  You  can  play  a  single  tone  to  tune  an  in- 
strument or  get  a  pitch  for  a  song,  or  you  can  play 
complex  rhythms  with  three-part  harmony.  Com- 
pose to  your  heart's  content  and  let  the  computer 
perform  your  masterpiece. 

Nonprofessional  musicians  -  if  you'd  like  to 
learn  more  about  music,  your  computer  can  be  a 
great  teacher.  Learn  the  notes  on  a  keyboard, 
learn  to  read  music,  learn  definitions,  or  learn  to 
distinguish  chords.  The  computer  with  music 
capabilities  makes  learning  fun. 

For  those  of  you  who  prefer  not  to  write  your 
own  programs,  the  Tl  Music  Maker  command  mod- 
ule is  available.  Here's  a  quick  review.  You  may 
compose  music  by  choosing  various  types  of  notes 
or  rests  (quarter,  eighth,  half,  etc.)  and  placing 
them  on  the  staff.  Choose  notes  for  accompani- 
ment if  you  wish.  Build  a  song  a  measure  at  a 
time.  The  computer  makes  sure  the  timing  works 
out  correctly.  Oh  yes,  you  can  choose  your  key 
signature,  time  signature,  and  tempo.  At  any 
time  you  can  play  or  edit  your  composition,  then 
save  it  on  cassette  or  disk  if  you  like. 

Another  section  of  the  module  is  made  espe- 
cially for  nonmusicians.  You  may  draw  lines  up 
and  down  the  screen  at  different  levels  for  a 
"sound  graph,"  then  hear  the  computer  play  re- 
lational tones.  Add  second  and  third  voices  if  you 
wish.  This  command  module  is  really  quite  versa- 
tile with  many  options  and  can  help  you  learn 
about  music. 

CALL  SOUND 

To  program  your  own  music  on  the  Tl,  use  the 
CALL  SOUND  statement.  The  basic  form  is 

CALL  SOUND(duMfion,  frequency,  volume) 

The  duration  is  a  numeric  expression  (number, 
variable,  or  algebraic  expression  which  will 
evaluate  to  a  number)  which  is  the  number  of 
milliseconds  you  wish  to  play  the  tone.  For  exam- 
ple, 1000  would  be  one  second.  The  number  may 

224     COMPUTE!     Octobef1983 


be  from  1  to  4250  or  from  -4250  to  -1. 

The  frequency  is  a  numeric  expression  that 
indicates  what  tone  to  play.  The  frequency  is  the 
cycles  per  second  and  may  be  from  110  to  44733, 
which  is  from  low  A  on  the  bass  staff  to  out-of- 
human-hearing  range.  The  "Musical  Tone  Fre- 
quencies" table  in  the  Appendk  of  the  User's  Ref- 
erence Guide  lists  the  musical  notes  with  the  cor- 
responding frequencies.  Note  that  you  can  specify 
numbers  that  are  between  the  normal  musical 
tones. 

The  volume  is  a  numeric  expression  that  indi- 
cates loudness.  The  volume  may  vary  from  0  to 
30,  where  0  is  the  loudest.  The  volume  also  de- 
pends on  the  audio  setting  of  your  monitor  or 
television,  but  you  can  control  relative  volumes  of 
the  tones  with  this  parameter. 

Try  this  command; 

CALL     SOUND (500, 440, 2) 

The  computer  plays  the  tone  of  A  (440)  for  500 
milliseconds  (half  a  second)  at  a  volume  level  of  2. 

Now,  if  you  want  to  tune  your  band  instru- 
ment, just  run  this  program. 

440, 0} 


100 
1  10 


CALL 
GOTO 


SOUND (4250. 
100 


You  may  specify  one,  two,  or  three  notes  to 
be  played  in  one  CALL  SOUND  statement.  Each 
statement  has  one  duration,  then  a  frequency 
with  a  volume  for  each  note  desired.  Here  is  an 
example  of  the  three  notes  in  the  C  major  chord: 

CALL     SOUND (1000, 262 , 6, 330, 4 , 392 , 2 ) 

The  chord  will  play  for  1000  milliseconds.  The 
notes  played  are  C  at  a  volume  6,  E  at  a  volume  4, 
and  G  at  a  volume  2.  Try  a  few  chords  with  differ- 
ent frequency  and  volume  numbers. 

If  you  play  a  solo  instrument,  you  might  enjoy 
programming  the  computer  to  play  the  accompa- 
niment chords.  Tune  your  instrument  with  the 
computer,  then  you  can  play  with  the  computer 
as  your  accompanist. 


Using  Sheet  Music 

If  you  use  three  tones  in  the  CALL  SOUND  state- 
ment, they  may  be  in  any  order.  I  like  to  use  the 
first  frequency  and  volume  as  the  melody  tone, 
then  the  second  and  third  frequencies  and  vol- 
umes as  the  accompaniment  tones.  This  way  I 
can  keep  track  of  which  number  is  the  melody. 
Also,  if  I  start  to  run  out  of  memory  in  a  piece,  I 
can  go  back  to  the  CALL  SOUND  statements  and 
delete  accompaniment  tones  by  keeping  only  the 
first  frequency  and  volume  in  each  statement. 

You  may  work  from  a  copy  of  written  music 
to  try  out  the  musical  capabilities  of  the  TI.  The 
top  note  is  usually  the  melody.  You  may  choose 
any  two  notes  written  directly  under  the  melody 
note  for  the  accompaniment  or  the  other  two  notes 
in  your  CALL  SOUND  statement.  To  emphasize 
the  melody,  use  a  louder  volume  for  the  melody 
note  and  softer  volumes  for  the  accompaniment 
notes.  For  example: 

CALL     SOUND(400,262, 1, 196,6, 157, 8) 

If  you  have  two  CALL  SOUND  statements 
together  which  specify  the  same  frequencies  and 
volumes,  the  notes  may  sound  like  one  long  note 
rather  than  two  separate  notes.  To  make  the  notes 
sound  distinct,  just  change  the  volume  number 
for  one  of  the  notes: 

300  CALL  SOUND (200, 262, 2, 1V6, 6, 165, B) 
310  CALL  SOUND<200,262, 3, 196, 6, 165, 8) 

To  make  a  bass  note  sound  tied  or  held  while 
two  different  melody  notes  are  played,  keep  the 
frequency  and  the  volume  numbers  the  same  in 
both  statements: 

500  CALL  SOUND (300, 262, 2, 165, 8> 
510  CALL  SOUND (300, 330, 2, 165, B) 

Other  statements  may  be  executed  while  a 
note  is  being  played.  You  may  define  graphics, 
draw  graphics,  or  make  calculations  between 
CALL  SOUND  statements.  This  feature  allows 
you  to  have  fun  choreographing  pictures  with 
music  to  present  a  musical  dramatization.  You  do 
need  to  experiment  so  you  don't  get  too  many 
statements  between  the  music  statements  or  there 
will  be  gaps  in  the  music. 

A  note  will  keep  playing  for  its  specified  du- 
ration, and  the  computer  will  execute  statements 
until  either  the  duration  runs  out  or  another  CALL 
SOUND  statement  is  encountered.  If  another 
CALL  SOUND  statement  needs  to  be  executed, 
the  computer  waits  until  the  first  duration  is 
finished  before  starting  the  next  sound.  If  you 
prefer  to  have  the  computer  go  ahead  with  the 
next  sound  statement,  use  a  negative  number  for 
the  second  statement's  duration.  Here  is  an 
example. 

100  CALL  SaUND<200,392, 2) 


110  CALL  SOUND  (200, 330, 2) 

120  CALL  SOUND C200, 262,2) 

130  CALL  SOUND £200, 330, 2) 

140  CALL  SOUND £400, 392, 2) 

150  END 

The  computer  starts  with  the  tone  of  G  and  plays 
for  200  milliseconds.  Next  the  tone  of  E  plays  for 
200  milliseconds,  then  C  for  200  milliseconds, 
then  E  for  200  milliseconds,  then  G  for  400  milli- 
seconds. During  the  last  note  the  program  will 
end,  but  the  note  will  keep  playing  for  the  400 
milliseconds. 

Now  change  to  negative  durations  in  hnes 
110-140: 


100 
1  10 
120 
130 
140 
150 


CALL 
CALL 
CALL 
CALL 
CALL 
END 


SOUND  £200,  392, 2) 
SOUND £-20  0, 330, 2) 
SOUND (-200, 262, 2) 
SOUND (-200, 3  30, 2) 
SOUND (-400, 3  92, 2) 


This  time,  the  computer  starts  by  playing  G.  As 
soon  as  the  computer  comes  to  line  110,  a  CALL 
SOUND  statement  with  a  negative  duration,  the 
computer  immediately  starts  the  new  sound  -  no 
matter  what  the  previous  duration  was.  Line  140 
starts  the  sound  of  G  as  soon  as  the  computer 
comes  to  that  statement,  then  continues  the  sound 
for  400  milliseconds  since  there  is  not  a  following 
sound  statement  with  a  negative  duration.  Try 
running  these  two  programs  to  hear  the  difference. 

A  technique  I  like  to  use  in  programming 
music  is  to  use  a  variable  name  for  the  duration, 
and  specify  the  numeric  value  of  that  duration 
variable  near  the  beginning  of  the  program.  For 
example,  1  often  use  T  for  "tempo"  or  "time"  or 
M  for  "metronome  marking"  or  N  for  "note."  If  I 
use  T  to  represent  the  duration  for  a  quarter  note, 
then  T/2  would  be  an  eighth  note  and  4*T  would 
be  a  whole  note.  You  can  get  exact  timing  in 
your  music  and  let  the  computer  calculate  the 
durations. 

Note:  Avoiding  using  Q  for  "quarter  note," 
especially  on  the  TI-99/4,  because  the  key  combi- 
nation of  SHIFT  Q  is  "quit."  This  is  comparable  to 
the  FCTN  (quitting  on  the  TI-99/4A).  An  accidental 
SHIFT  Q  will  wipe  out  your  program  and  return 
to  the  title  screen.  With  a  shifted  parenthesis  be- 
fore the  variable  and  a  shifted  comma  after  the 
variable,  it's  too  easy  to  get  an  accidental  SHIFT  Q. 

Variable  Durations 

Another  advantage  to  using  a  variable  duration  is 
that  you  can  write  your  song  in  terms  of  the  vari- 
able, then  change  the  tempo  of  the  song  by  chang- 
ing only  one  line  (the  line  defining  the  duration) 
rather  than  each  CALL  SOUND  statement.  Here 
is  a  short  example. 

100  T=400 

110  CALL  SOUND (T, 262, 2) 

120  CALL  SOUND (T, 274, 2) 

October  1983    COMPUTl!     225 


130 
140 
l7i0 
160 
170 
1B0 
190 

100 
110 
120 
130 
140 
150 
160 
170 
180 


CALL 
CALL 
CALL 
CALL 
CALL 
CALL 
END 


SOUND (2*T, 330 , 2) 
S0UND(3*T/4,349,2) 
SOUND  tT/4, 392, 2) 
SOUND (T/2, 440, 2) 
SOUND (T/2, 494, 2) 
SOUND ( T*4, 523,  1  ) 


Duration  of  quarter  note  =  400 

Quarter  note 

Quarter  note 

Half  note 

Dotted  eighth  note 

Sixteenth  note 

Eighth  note 

Eighth  note 

Whole  note 


RUN  the  program .  Now  change  line  100  to  T  =  800. 
The  song  is  twice  as  long,  but  each  note  stays  in 
the  exact  proportion.  Change  line  100  to  T  =  200. 
The  song  is  faster,  but  still  in  proportion. 

If  you  need  to  learn  a  song  with  a  difficult 
rhythm,  program  the  computer  to  play  the  song. 
Use  a  variable  such  as  T  for  the  duration.  You  can 
set  the  duration  to  a  slower  note,  then  as  you 
learn  the  song  you  can  speed  it  up  by  changing 
just  the  one  line. 

You  may  prefer  to  use  variables  for  the  dif- 
ferent kinds  of  notes  in  this  manner: 


100 

T  =  400 

I    10 

E  =  T./2 

120 

H  =  T*2 

130 

CALL     SOUND (H, 

2) 

140 

CALL     SOUNDCE, 

494, 

3  ) 

150 

CALL     SOUND<E, 

440, 

3) 

160 

CALL     SOUND(T, 

392, 

2) 

100 

Quarter  note  duration 

110 

Eighth  note 

120 

Half  note 

You  may  also  want  to  set  up  a  list  of  variables 
for  the  note  names  before  you  use  them  in  CALL 
SOUND  statements: 

100  T=400 

110  C=262 

120  D=294 

130  E=330 

140  CALL  S0UND(T,E,2) 

150  CALL  S0UND(T,D,2) 

160  CALL  SDUND<T,C,2) 

You  may  also  use  a  variable  for  the  volume, 
such  as  CALL  SOUND(T,D,V). 

Just  as  in  other  programming,  vou  can  use 
FOR-NEXT  loops  and  GOSUB  and  GOTO  state- 
ments to  help  write  your  music.  For  example,  if 
you  have  a  musical  phrase  between  repeat  bars, 
you  can  use  a  FOR-NEXT  loop  to  play  it  twice.  If 
you  have  a  common  phrase  used  several  times 
within  a  song,  use  a  GOSUB  procedure. 

Beethoven  Medley 

The  following  program,  "Ludwig,"  illustrates  the 
use  of  CALL  SOUND  statements  to  create  a  med- 
ley of  familiar  Beethoven  pieces.  Line  120  sets  the 

226    COMPUTE!    October  1983 


duration  of  a  quarter  note  to  400  milliseconds  for 
the  first  tune,  an  excerpt  from  "Ode  to  Joy"  of  the 
Ninth  Symphony.  Lines  170-660  play  this  melody. 
In  between  the  CALL  SOUND  statements  are 
graphics  statements.  Lines  180-340  define  graphics 
characters  and  colors,  then  later  CALL  HCHAR 
and  CALL  VCHAR  statements  draw  a  picture. 
The  CALL  SOUND  statements  in  lines  170-400 
illustrate  the  "tied"  bass  note,  or  a  bass  note  held 
while  two  melody  notes  are  played.  Most  of  the 
notes  are  quarter  notes,  but  line  610  has  a  dotted 
quarter  note,  line  650  has  an  eighth  note,  and  line 
660  has  a  half  note. 

Line  860  resets  the  duration  variable  T  to  200 
milliseconds.  This  time  T  represents  an  eighth 
note  for  phrases  from  "Ecossaises."  The  excerpt 
here  is  taken  from  music  that  is  within  repeat  bars 
but  has  a  first  ending  and  a  second  ending.  The 
common  part  of  the  repeat  is  in  the  subroutine  at 
lines  1860-2230.  Line  890  GOSUB  1860  plays  the 
common  phrase,  then  lines  920-980  play  the  first 
ending.  Line  1010  repeats  the  common  phrase 
with  GOSUB  1860,  then  lines  1040-1100  contain 
the  second  ending. 

Lines  1260-1420  play  the  third  melody,  "Fiir 
Elise."  This  example  shows  GOSUB  commands 
within  a  FOR-NEXT  loop.  The  subroutine  for  the 
common  notes  is  contained  in  lines  2240-2420. 

The  final  melody  (lines  1430-1840)  is  an  ex- 
cerpt from  the  second  movement  of  Beethoven's 
Fifth  Symphony.  Line  1430  defines  the  new  dura- 
tion T  to  be  800  milliseconds  for  an  eighth  note  at 
an  andante  tempo.  U  is  defined  as  three-fourths 
of  an  eighth  note,  or  a  dotted  sixteenth  note.  T/4 
is  used  for  a  thirty-second  note.  Character  128  is 
defined  as  a  graphic  musical  note,  and  the  em- 
bedded CALL  HCHAR  statements  among  the 
CALL  SOUND  statements  place  the  notes  on  the 
screen. 

Line  1850  (GOTO  1850)  holds  the  picture  on 
the  screen.  Press  CLEAR  (FCTN  4  on  the  TI-99/4A 
or  SHIFT  C  on  the  TI-99/4)  to  stop  the  program. 

If  you  prefer  to  save  the  typing  time,  you  can 
obtain  a  copy  of  this  program  by  sending  $3,  a 
stamped,  self-addressed  mailer,  and  a  blank  tape 
or  disk  to:  REGENA,  P.O.  Box  1502,  Cedar  City, 
UT  84720.  Please  specify  the  name  of  the  program. 

Ludwig 

100  REM   BEETHOVEN  MEDLEY 

110  REM 

120  T-=400 

130  CALL  CLEAR 

140  CALL  BCREEN(3) 

150  PRINT  TAB <6) ; "BEETHOVEN  MEDLEY" 


160  CALL 

170  CALL 

130  CALL 

> 


COLOR (1,2,8) 

SOUND  (T, 330, 2,  131,6) 

CHAR<96, "FFFFFFFFFFFFFFFF' 


190 

CALL 

) 

CHAR  (97,  "FF7F3F1F0F07  0301  ■■ 

770  CALL  HCHARC I , A, 97) 

780  CALL  HCHAR ( I , A+1 , 96, B) 

200 

CALL 

SOUND  fT,  330, 3,131,6) 

790  CALL  HCHAR ( I , A+B+1 , 98) 

210 

CALL 

CHAR  (98,  '■FFFEFCFBF0E0C0S") 

300  NEXT  I 

220 

CALL 
CALL 

CHAR ( 104, "FFFFFFFFFFFFFFFF 

810  DATA  12,9,9,14,7,18,6,20,4,24,3 
320  CALL  HCHAR ( 1 , 1 , 96,94) 

230 

SOUND  CT, 349, 3,  131,6) 

240 

CALL 

CHAR ( 105, "0103070F1F3F7FFF 

830  CALL  HCHAR (3, 31 , 98) 

"  ) 

840  CALL  HCHAR (2, 32, 32) 

250 

CALL 

CHAR(106, "S0C0E0F0F8FCFEFF 

850  CALL  HCHAR ( 1 , 32, 98) 

"  ) 

860  T 

=  200 

260 

CALL 

SOUND (T,392,2, 13  1,6) 

870  CALL  COLOR (2, 16, 3) 

270 

CALL 

CHAR ( 120, "00003C3E3E1E0F03 

880  CALL  COLCR( 12, 3, 3) 

"  > 

890  GOSUB 

1860 

280 

CALL 

CHAR  <  121  ,  ■'003a78F8F8F0C0BC 

9>3  0     C 

ALL  HCHAR  (3,6,  120) 

"  ) 

910  CALL  HCHAR (3, 7, 121 > 

290 

CALL 

SOUND (T, 3  92,3, 147, 6) 

920  CALL  SOUND (T, 466, 3, 1 17, S> 

300 

CALL 
"  ) 

CHAR  (  1  13,  ■'FF7F3F1F0F070301 

930  CALL  HCHAR(4, 6, 122) 
940  CALL  HCHAR (4, 7, 123) 

310 

CALL 

CHAR  (114,  ■■FFFEFCF3F0E0C08" 

950  CALL  SOUND (T, 831, 4, 698, 8) 

) 

960  CALL  HCHAR (5, 10, 120) 

320 

CALL 

S0UND(T,349,3, 147, 6) 

970  CALL  HCHAR (5, 1 1 , 121 ) 

330 

CALL 

COLOR (10, 8,8) 

980  CALL  SOUND (T*2, 831, 3, 698, 7, 233, 

340 

CALL 

COLOR (11,3,11) 

9) 

350 

CALL 

SOUND (T, 330, 3, 147, 6) 

990  CALL  HCHAR(6, 10, 122) 

360 

CALL 

VCHAR ( 13, 15, 104, 7) 

1000 

CALL 

HCHAR (6, 11, 123) 

370 

CALL 

VCHAR ( 13, 16, 104, 7) 

1010 

BOSUB 

1860 

380 

CALL 

VCHARC 13, 17, 104, 7) 

1020 

CALL 

HCHAR (2, 15, 120) 

390 

CALL 

VCHAR  i 13,  IS,  104, 7) 

1030 

CALL 

HCHAR (2, 16, 121 ) 

400 

CALL 

SOUND «T, 294, 3, 147, 6) 

1040 

CALL 

SOUND (T, 349, 3, 294, 7, 117,9 

410 

CALL 

HCHAR«19, 14, 105) 

) 

420 

CALL 

HCHAR  < 19,  19,  106) 

1050 

CALL 

HCHAR (3, 15, 122) 

430 

CALL 

HCHAR<20, 13, 105) 

1060 

CALL 

HCHAR(3, 16, 123) 

440 

CALL 

HCHAR (20, 14, 104, 7) 

1070 

CALL 

S0UND(T,466, 3) 

450 

CALL 

HCHAR (20, 21 , 106) 

10  80 

CALL 

HCHAR (4,26, 120) 

460 

CALL 

SOUND (T, 262, 2, 165, 6) 

1090 

CALL 

HCHAR (4,27, 121) 

1  100 

CALL 

SOUND  (T*2,466,2,294,6, 233 

470 

CALL 

HCHAR (21 , 1 1 , 105) 

,8) 
CALL 

480 

CALL 

HCHAR (21 , 12, 104, 10) 

1110 

HCHAR (5, 26, 122) 

490 

CALL 

HCHAR(21 ,22, 106) 

1  120 

CALL 

HCHAR (5, 27, 123) 

500 

CALL 

SOUND (T, 262,3, 165,7) 

1  130 

CALL 

COLOR (12,16,3) 

510 

CALL 

HCHAR (22, 9, 105) 

1140 

CALL 

HCHAR (6, 20, 120) 

520 

CALL 

HCHAR(22, 10, 104, 14) 

1  150 

CALL 

HCHAR (6,21, 121 ) 

530 

CALL 

HCHAR(22,24, 106) 

1  160 

CALL 

HCHAR (7, 20, 122) 

540 

CALL 

SOUND (T, 294,2, 175, 6) 

1  170 

CALL 

HCHAR (7, 21 , 123) 

550 

CALL 

HCHAR<23,7, 105) 

1  180 

CALL 

HCHAR (8, 16, 120) 

560 

CALL 

HCHAR (23,8, 104, 18) 

1190 

CALL 

HCHAR (8,  17,  121 ) 

570 

CALL 

HCHAR (23,26, 106) 

1200 

CALL 

HCHAR (9, 16, 122) 

580 

CALL 

SOUND (T,330,2, 17  6,5) 

1210 

CALL 

HCHAR (9,17, 123) 

590 

CALL 

CHAR< lis, "80A2A2AAEEEFFFFF 

1220 

CALL 

HCHAR(2,22, 120) 

"  ) 

1230 

CALL 

HCHAR (2, 23, 121 ) 

6  00 

CALL 
) 

CHAR(99, "S0A2A2AAEEEFFFFF" 

1240 

CALL 

HCHAR (3, 22, 122) 

1250 

CALL 

HCHAR (3, 23, 123) 

610 

CALL 

SOUND  ■;T*1  .  5,  29  4,  2,  19  6,  7) 

1260 

FOR  : 

[=1  TO  2 

620 
630 

CALL 
CALL 

HCHAR (24, 1 , 99, 32) 

CHAR (122, "0F3F7F7D790101 " ) 

1270 

12  80 

GOSUB  2240 

CALL  SOUND (T. 415. 3) 

640 

CALL 

CHAR  (  123,  "FEFE9EC0E0E(.iiE0E" 

1290 

CALL 

SOUND (T, 494,3) 

) 

1300 

CALL 

SOUND  CT, 5  23, 2,  1 10,  15) 

650 

CALL 

SOUND (T/2, 262, 3, 196,7) 

1310 

CALL 

SOUND (T, 165,4) 

660 

CALL 

SOUND  (2  *t',  262,  4,  165,  7,  13  1  , 

13  2  0 

CALL 

SOUND  ■:  T,  220,4) 

8) 

1330 

CALL 

SOUND (T, 330. 3) 

670 

CALL 

COLOR (9,3,8) 

1340 

GOSUB  2240 

680 

CALL 

COLOR (10, 11,8) 

690 

CALL 

HCHAR (24, 6, i 15, 22) 

1350 

CALL 

S0UND<T,523,3) 

700 

CALL 

HCHAR< 12, 15, 113,2) 

1360 

CALL 

SOUND (T, 494, 4) 

710 

CALL 

HCHAR-;  12,  17,  114,2) 

1370 

CALL 

SOUND (T, 4  4  0, 4, 110, 14) 

720 

CALL 

HCHAR( 1 1, 13,97) 

1380 

CALL 

SOUND  (T,  165,  10) 

730 

CALL 

HCHAR< 11,14, 96, 6) 

1390 

CALL 

SOUND (T,220,7) 

740 

CALL 

HCHAR (11, 20, 98) 

1400 

NEXT 

I 

750 

FDR 

1=10  TO  4  STEP  -1 

1410 

CALL 

SOUND (T, 330, 6) 

760 

READ 

A,  B 

1420 

CALL 

SOUND (T«3, 440, 6) 

October  W83  COMPOTE!  22. 

1430 

T  =  800 

1440 

U=T«3/4 

1450 

CALL 
■') 

CALL 

CHAR (129, "0S0C0A0ft0a73Fa7 

1460 

COLOR (13,2,6) 

1470 

CALL 

SOUND ( 1 , 9999, 30) 

1480 

CALL 

SOUND (U, 156, 6 ) 

1490 

CALL 

COLOR (1,2,6) 

1500 

CALL 

COLOR ( 9, 3, 6) 

1S10 

CALL 

COLOR  (  10,  1  1  ,  6,- 

1520 

CALL 

SOUND (T/4, 208, 5) 

1530 

CALL 

SOUND  CT, 262,3) 

1540 

CALL 

HCHAR ( 17, 4, 128) 

15  50 

CALL 

SOUND (U, 262, 4) 

1560 

CALL 

HCHAR ( 15, 8. 128) 

1570 

CALL 

SOUND (T/4, 233, 4) 

1580 

CALL 

SOUND (U, 208, 3) 

1590 

CALL 

HCHAR ( 13, 12, 128) 

160  0 

CALL 

SOUND (T/4, 262, 4) 

1610 

CALL 

SOUND (T+U, 175,3, 13 

9,10) 

1620 

CALL 

HCHAR (13,21, 128) 

16.30 

CALL 

SOUND (T/4, 220, 3) 

1640 

CALL 

SOUND (U, 233, 3) 

165  0 

CALL 

HCHAR  (  15,  25,  128) 

1660 

CALL 

SOUND  (T/4, 262,  2) 

1670 

CALL 

SOUND (U, 277, 2, 233, 

8) 

168  0 

CALL 

HCHAR  (17, 29,  123) 

169  0 

CALL 

SOUND  (T/4, 262, 3) 

1700 

CALL 

S0UND<U,233, 2. 196, 

8) 

1710 

CALL 

SOUND (T/4, 277, 2) 

17  20 

CALL 

SOUND (U, 196, 2, 156, 

B) 

17  30 

CALL 

SOUND  (T/4, 233 , 2) 

1740 

CALL 

SOUND(U,  165, 3,  131  , 

8) 

1750 

CALL 

SOUND  (T/4,  196, 3) 

1760 

CALL 

SOUND (T+U, 262, 2) 

177  0 

CALL 

SOUND (T/4, 233, 4) 

178  0 

CALL 

SOUND (U, 220, 4, 175, 

10) 

1790 

CALL 

SOUND  (T/4,  175,  4) 

180  0 

CALL 

SOUND  (U, 233,2,  1 17. 

10) 

1810 

CALL 

SOUND (T/4, 277, 3) 

1820 

CALL 

SOUND (U, 196, 4, 156, 

10) 

1830 

CALL 

SOUND (T/4, 156, 4) 

184  0 

CALL 

SOUND (2«T, 203, 2) 

185  0 

BOTO 

1850 

18  60 

CALL 

BDUND(T,392,3, 156, 

8) 

1B70 

CALL 

HCHAR  (2,2,42) 

1830 

CALL 

SOUND (T, 466, 3> 

1890 

CALL 

HCHAR (4, 29, 42) 

1900 

CALL 
,8) 

SOUND (2f T, 466, 2, 23 

3, 6, 196 

1910 

CALL 

HCHAR (6, 14, 42) 

1920 

CALL 

) 

CALL 

SOUND (T, 523, 3, 392, 

6, 156, a 

1930 

HCHAR (3, 1 1 , 42) 

1940 

CALL 

SOUND (T, 466, 3) 

1950 

CALL 

HCHAR (2, 26, 42) 

I960 

CALL 
,8) 

SOUND (T*2, 466, 2, 39 

2, 6, 196 

1970 

CALL 

HCHAR (3, 4, 42) 

1930 

CALL 

> 

CALL 

SOUND (T, 622, 1 , 392, 

6, 156, 8 

1990 

HCHAR  (2,  19, 42) 

2  00  0 

CALL 

SOUND (T, 466, 2) 

2010 

CALL 

HCHAR (7, 23, 42) 

2020 

CALL 
,8) 

SOUND (T*2, 466, 1,39 

2,5, 196 

2030 

CALL 

HCHAR(3, 12,42) 

2040 

CALL 

) 

CALL 

SOUND (T, 523, 1 , 392, 

5, 156, a 

2  05  0 

HCHAR  (9,  19,42) 

2060 

CALL 

B0UND(T,466,3) 

228  COMPUTE!  October  1983 

2070 
2080 

2  09  0 
2100 

2110 
2  120 
2  136! 
2140 

2150 
2160 

2  170 
2180 

2  190 

2200 

2210 

2220 

2230 
2240 
2250 
2260 
2270 
2280 
2290 
2300 
23  10 
2320 
23  3  0 
2340 
2350 
2  360 

23  7  0 
2330 
2390 
2400 

24  10 
2420 
2430 


CALL 

CALL 

,3) 

CALL 

CALL 

) 

CALL 

CALL 

CALL 

CALL 

,  8) 

CALL 

CALL 

) 

CALL 

CALL 

CALL 

,8) 

CALL 

) 

CALL 

CALL 

,8) 

RETU 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

CALL 

RETU 

END 


HCHAR(6, 7, 42) 

SOUND (T*2, 466, 2, 392, 5, 196 

HCHAR (5, 24, 42) 
SQUNDiT,349, 1,294,5, 117,8 

HCHAR (5,  17,42) 

SOUND (T, 466, 3 ) 

HCHAR (2,9,42) 

S0UND(T*2,4  66,2,294,6, 175 

HCHAR (4, 20, 42) 

SOUND (T, 392, 2, 31 1,5,117,8 

HCHAR (2, 30, 42) 
SOUND (T, 466, 3) 
SOUND  (T*2, 466, 2,  31 i  ,  7,  196 

SOUND <T, 415, 5, 349,6, 117,8 


SOUND 
SOUND 

RN 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 
SOUND 

RN 


(T, 466, 4) 

(T*2, 466. 3, 3  49, 6, 20  8 


(T 

(T 
<T 
(T 
(T 
(T 
(T 
(T 
(T 
(T 
(T 
<T 
(T 
(T 
(T 
(T 
(T 
(T 


659, 6) 
622, 6) 
659, 6) 
622, 5) 
659, 4) 

494. 3) 
5B7, 4 ) 
5  2  3,5) 
440, 6, 
165, 8) 
2  20, 6) 

262. 4) 
330, 4) 
440, 4) 
494, 4, 
165, 4) 
203, 4) 
ZZ0, 4) 


110, 15) 


131  ,  15) 


r 

I 

I 

I 

I 

I 

I 

I 

I 

I 

I 


FREE  CATALOG! 

Features  Precision  Tools  and 
Equipment  for  Computers 


264 


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Paga  after  page  of  hard-to-fInd  preci- 
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Name 


Company 
Address 


Jensen  Tools  Inc. 
7815  S.  46th  St 
Phoenix,  AZ  SS040 


City. 


State  . 


Zip- 


Invisible  Disk  Directory 
For  VIC  And  64 


Kevin  E  Gough 


If  you  have  a  VIC  or  64  and  a  2540  or  1541  disk  drive, 
this  utility  program  can  be  very  helpful.  Once  loaded,  a 
simple  SYS  828  will  let  you  display  your  disk  directory 
yet  retain  a  program  in  memory. 


The  "Invisible  Disk  Directory  Loader"  is  not  really 

invisible.  It  only  seems  to  be.  A  BASIC  program 
POKEs  the  loader  into  the  cassette  buffer  as 
machine  language.  Beginning  at  828  ($033C)  and 
ending  at  971  ($03CB),  the  loader  uses  144  bytes. 
A  knowledge  of  BASIC  is  all  you  need  to  enter 
and  use  this  program. 

Using  The  "Invisible"  Loader 

If  it  were  not  for  Jim  Butterfield's  article,  "The 
Confusing  Catalog"  (COMPUTE!,  March  1983),  I 
probably  would  not  have  written  the  loader.  I 
saw  how  easily  he  could  load  the  disk  directory 
from  a  program,  as  a  file.  Just  OPEN  1,8,0,"$0"  , 
input  the  bytes,  do  some  manipulation,  and  there 
you  have  it.  With  the  Invisible  Directory  Loader, 
you  can  display  the  directory  and  have  any  pro- 
gram in  memory  at  the  same  time.  You  will  no 
longer  have  to  LOAD"$",8  as  a  program,  just 
type  SYS  828  and  press  RETURN.  The  directory 
of  your  disk  scrolls  onto  the  screen.  Use  the  CTRL 
key  to  slow  the  scroll  when  listing  programs,  or 
press  the  space  bar  to  stop  the  listing. 

This  program  will  also  give  you  the  number 
of  blocks  each  file  uses  and  the  number  of  blocks 
free  on  your  disk.  The  directory  cannot  be  listed 
on  your  printer. 

You  can  also  load  and  save  cassette  programs 
and  not  destroy  the  loader  in  the  cassette  buffer. 
This  is  because  the  loader  also  changes  the  start 
of  the  cassette  buffer  pointer  at  178  ($B2)  for  you. 
Where  it  used  to  be  60  ($3C),  it  is  now  204  ($CC), 
thus  the  buffer  now  starts  at  972  ($03CC). 

Loading  Hints 

After  loading  a  program  from  cassette,  you  will 
get  a  load  error.  This  can  be  remedied  with  POKE 
45,PEEK(174):  POKE  46,PEEK(175).  This  indicates 
to  the  VIC  or  64  the  end  of  your  program  or  the 


start  of  variables.  Data  files  will  not  load  properly 
with  the  Invisible  Loader  in  place. 

If  you  SYS  828  and  your  disk  drive  is  not  on, 
then  nothing  will  happen.  Turn  the  drive  on  and 
an  error  message  appears  on  the  screen.  You  must 
restore  the  VIC  or  64  by  pressing  the  STOP  and 
RESTORE  keys.  Insert  a  disk,  type  SYS  828,  RE- 
TURN, and  there  it  is.  If  you  do  not  have  a  disk  in 
the  drive,  then  the  red  light  will  tJash.  The  screen 
will  also  scroll  up  with  nothing  on  it.  STOP/ 
RESTORE,  insert  a  disk,  and  type  SYS  828.  Before 
running  it,  be  sure  to  save  a  copv  to  your  disk  or 
cassette.  Call  it  "DIR". 

I  use  this  disk  utility  more  than  any  other. 
Rarely  do  I  LOAD  "$",8.  I  just  load  "DIR",8  and 
run  it  and  forget  about  it.  It  really  seems  invisible. 

If  you  would  rather  not  type  in  the  program, 
I  have  the  VIC  version  available.  Send  a  blank 
cassette,  an  SASE  mailer,  and  $3  to; 

Kevin  Gough 

24  Daisy  Lane 

Wappifigers  Falls,  NY  12590 

Invisible  Disk  Directory 

10  1=828 

20  READ  A: IF  A=256  THEN  40 

30  POKE  I,A:I=I+L:GOT0  20 

40  IF  PEEK(65440)=135  THEN  POKE  924,189:REM 

924  HOLDS  221  ON  VIC,  189  ON  64 
828  DATA  169,1,32,195,255,169,36 
835  DATA  141,240,3,169,48,141,241 
842  DATA  3,169,1,162,8,160,0 
849  DATA  32,186,255,169,2,162,240 
856  DATA  160,3,32,189,255,32,192 
863  DATA  255,169,64,32,144,255,162 
870  DATA  1,32,198,255,32,144,255 
877  DATA  32,207,255,32,207,255,32 
884  DATA  207,255,32,207,255,201,0 
891  DATA  240,58,32,204,255,32,228 
898  DATA  255,201,32,208,3,32,196 
905  DATA  3,162,1,32,198,255,32 
912  DATA  207,255,168,32,207,255,72 
919  DATA  152,170,104,32,205,221,169 
926  DATA  32,32,210,255,32,207,255 
933  DATA  201,0,208,8,169,13,32 
940  DATA  210,255,76,115,3,32,210 
947  DATA  255,76,162,3,169,1,32 
954  DATA  195,255,32,204,255,169,204 
961  DATA  133,178,96,32,228,255,201 
968  DATA  32,208,249,96,256  © 

Oc1ober1983     COMPUTE!     229 


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A  Multicolor 
Atari  Character  Editor 


Charles  Brannon,  Program  Editor 


This  program  makes  colorful  anhnation  easy  and  fun. 
You  II  find  "ANTIC  Aerobics"  to  be  an  invaluable  fool 
for  ZLKvking  zoith  four-color  characters.  There's  also  a 
submarine  chase  game  to  illustrate  these  techniques,  an 
entertaining  game  in  its  own  right. 


Remember  the  last  time  you  played  an  arcade 
game?  You  probably  controlled  a  realistic-looking 
ship,  plane,  race  car,  or  even  a  Q*bert.  If  you  tried 
to  program  such  a  game  and  ended  up  discour- 
aged, here's  the  answer.  Using  one  of  the  Atari's 
least  used  (and  possibly  most  interesting)  graphics 
modes,  you  can  animate  multicolor  objects  with 
simple  PRINT  statements. 

If  you've  been  programming  for  a  while,  you 
know  about  most  of  the  Atari's  14  graphics  modes 
(17  if  you  count  GTIA  modes).  For  example, 
GRAPHICS  8  is  the  high-resolution  screen  with 
the  smallest  controllable  "dots."  GRAPHICS  3 
uses  the  least  memory  and  gives  you  four-color 
graphics  in  a  40x24  format  (each  "dot"  is  as  large 
as  the  text  cursor).  And  there  are  the  text  modes, 
such  as  GRAPHICS  1  (double-wide),  GRAPHICS 
2  (double-wide  and  twice  as  high  as  normal  text), 
and  of  course,  GRAPHICS  0,  the  normal  white-on- 
blue  text  screen. 

Silicon  Symbiosis 

All  these  graphics  modes  are  supported-by  the 
ANTIC  chip,  which  has  been  called  a  video 
microprocessor.  ANTIC's  job  is  to  tell  the  GTIA, 
an  essentially  "dumb"  chip,  how  to  display  a  TV 
screen.  Your  job  is  to  tell  the  ANTIC  how  to  format 
a  screen.  Fortunately,  the  Atari's  operating  system 
already  knows  how  to  set  up  graphics  screens  for 
the  ANTIC. 

But  this  doesn't  mean  that  you  can't  "do  it 
yourself."  In  fact,  it's  rather  easy  to  create  your 
own  custom  screens  with  all  kinds  of  graphics 

232    COMPUTEI    October  1983 


modes  mixed  together.  Although  we  won't  go 
into  detail  here,  you  can  refer  to  Craig  Chamber- 
lain's "How  to  Design  Custom  Graphics  Modes" 
in  COMPUTE!' s  First  Book  of  Atari  Graphics  if  you'd 
like  more  information. 

Hidden  IVIodes 

ANTIC  can  generate  more  graphics  modes  than 
most  people  think.  For  example,  there  is  a  special 
variation  on  GRAPHICS  0  that  lets  you  design 
characters  within  a  9x8  matrix  for  true  descenders 
(the  "tail"  on  a  g,j,p,q,  or  v).  There's  a  special 
graphics  mode  "between"' GRAPHICS  7  and 
GRAPHICS  8  that  is  a  four-color  mode  with  a 
resolution  of  160x192  (some  call  it  GRAPHICS  VVi). 

ANTIC  4  And  5 

However,  let's  limit  ourselves  here  to  the  five-color 
character  modes.  In  GRAPHICS  1  and  2,  you  get 
four  colors  of  text  (for  example.  A,  a,  inverse  A, 
and  inverse  a).  Each  character  can  have  a  different 
color,  but  you  can  have  only  64  characters,  and 
you  are  limited  to  one  color  per  character.  But 
two  special  ANTIC  modes,  ANTIC  4  and  ANTIC 
5  (or  IRG  4  and  5  according  to  the  hardware  man- 
ual), allow  four  colors  per  character. 

Unfortunately,  the  use  of  these  modes  is  not 
intuitively  obvious.  It  helps  if  you  know  binary 
(base  two  arithmetic).  You  don't  really  have  to 
understand  how  to  program  characters  in  these 
modes  to  write  games  with  them,  as  long  as  you 
have  a  utility  to  do  it  for  you  ("ANTIC  Aerobics," 
found  at  the  end  of  this  article).  But  for  those  with 
an  inclination  to  understand  the  details,  the 
following  discussion  should  be  illuminating. 
Otherwise,  you  can  skip  ahead  to  "Using  The 
Program." 

Assumptions 

Let's  start  by  making  a  few  assumptions  for  the 


sake  of  brevity:  that  you  understand  binary  num- 
bers, know  how  to  create  custom  character  sets, 
understand  the  relationship  between  COLOR 
and  SETCOLOR,  and  have  a  good  working  knowl- 
edge of  BASIC. 

You  know  that  when  defining  a  normal  Atari 
character  you  get  eight  bits  or  pixels  horizontally 
and  eight  bytes  vertically.  The  letter  A  would  be 
defined  in  binary  as  (we'll  use  open  boxes  for  zeros, 
and  solid  squares  for  ones): 


all  the  colors  in  a  single  character.  For  example, 
here's  an  A  with  its  left  side  in  COLOR  1,  the 
right  side  in  COLOR  2,  and  the  top  and  middle 
segment  in  COLOR  3.  To  the  right  is  the  same 
character  with  bit  pattern  00  shown  as  a  period, 
bit  pattern  01  as  an  *,  bit  pattern  10  as  an  @,  and 
bit  pattern  11  as  a  #: 


. .oo. . . 
. oooo. . 

DO. . OO. 

oo . . oo . 
oooooo. 
oo. . oo. 


M 


s  n  : 


I  I  I  I  I  I  I 


o. ooooo. 

D.  .  .  •  •  O. 
O O. 

O. OOOOO. 

a o. 

o. .  . .  .o. 


3K  -   .  ^ 

«:  -  -  a> 


Every  bit  represents  one  pixel  (picture  element, 
or  "dot").  In  the  multicolor  modes,  it  takes  two 
bits  to  represent  four  colors  (00,01,10,11),  so  the 
bits  are  "paired  up."  You  still  use  only  one  byte 
per  line,  so  you  get  only  four  pixels  horizontally, 
although  you  still  get  eight  lines  vertically.  Since 
the  size  of  the  character  is  the  same  as  a  GRAPHICS 
0  character  (in  ANTIC  4),  this  implies  that  each 
pixel  is  twice  as  wide  as  a  single-color  pixel. 

If  you're  using  a  standard  character  editor 
such  as  SupcrFont  or  Instedit,  you  must  remind 
yourself  that  you  must  reserve  two  bits  per  pixel. 

When  designing  a  four-color  character,  use 
the' following  combinations: 

CD  (00)  =  background  color  (COLOR  0,  SETCOLOR  4) 

□■  (01 » =  COLOR  1  (SETCOLOR  0) 

HD  (10)  =  COLOR  2  (SETCOLOR  1) 

^1  (11)  =  COLOR  3  (SETCOLOR  2) 

In  addition,  if  you  print  the  character  in  inverse 
video,  the  COLOR  3  bit  pattern  (binary  11)  will  be 
displayed  with  the  color  in  the  fourth  color  register 
(SETCOLOR  3).  Here's  what  three  different 
colored  A's  would  look  like: 


oooooo 
oo. .oo 

DO . . oo 

oooooo 
oo. . oo 
oo. . oo 


o.  o.  o. 
,  o.  .  . o. 

o.  •  . o . 
,  o.  o.  o. 
,  o.  .  .o. 
, o. .  .  o. 


o. 

■ 

o 

«    *    ■ 

.o. 

o. 

w 

.  o. 

o. 

■ 

.  D. 

o. 

o 

.O. 

Q. 

. 

.O. 

O. 

P      ■ 

- 

.  O. 

tt     m     m 

COLOR  3 


COLOR  2 


COLOR  1 


Now  there's  nothing  to  keep  you  from  combining 


If  you  try  to  program  other  shapes,  however, 
such  as  an  alien  invader  or  a  race  car,  you  will 
find  that  you  need  more  than  one  character  per 
shape.  Four  pixels  don't  give  you  much  to  work 
with.  But  if  you  put  two  characters  side  by  side, 
you're  backln  eight-bit  business.  As  long  as  you're 
doing  that,  you  can  create  matrices  of  two-by-two 
characters,  or  any  size  you  like.  You  can  create 
"building  block"  characters,  "primary"  shapes 
that  you  use  to  build  larger  objects.  But  if  you  try 
to  make  larger,  more  complex  "pictures,"  you'll 
probably  discover  that  the  task  of  designing  each 
character  and  piecing  the  characters  together  can 
be  rather  maddening.  That's  where  ANTIC 
Aerobics  comes  in. 

Using  The  Program 

ANTIC  Aerobics  lets  you  draw  a  free-hand  shape 
or  picture  that  is  32  pixels  wide  and  16  pixels  high. 
You  can  then  "compile"  the  shape  into  a  set  of  16 
characters.  You  display  the  shape  as  two  rows  of 
eight  characters.  If  you  put  the  shape  into  the 
character  set  on  top  of  the  alphabet,  you  could 
show  it  on  the  screen  with  a  statement  like: 

200  PRINT  "ABCDEFGH": PRINT  "IJKLMNOP" 

You  can  also  place  each  shape  into  a  string. 
When  you  PRINT  the  string,  the  shape  appears. 
The  string  is  made  of  eight  characters,  a  cursor 
down,  and  eight  cursor-lefts  to  back  up  the  cursor 
under  the  first  eight,  then  eight  more  characters. 
Following  the  COMPUTE!  listing  conventions,  it 
would  look  like: 

C$= " ABCDEFGH {DOWNJ [8  LEFT J GH IJKLMNOP" 

If  you  also  had  a  string  filled  with  blanks  (eight 
spaces,  cursor  down,  eight  cursor-lefts,  and  eight 
spaces),  you  could  PRINT  the  blank  string  on  top 
of  the  shape  to  blank  it  out.  Animation  made 
simple!  Program  2  is  a  submarine  game  using 
shapes  developed  with  ANTIC  Aerobics.  Take  a 
look  at  the  line-by-line  explanation  for  more  ideas 
on  animation. 

October  1983    COMPUli!    233 


Display  List  Dickering 

To  go  into  the  special  ANTIC  modes  4  or  5,  you 
have  to  change  the  display  list.  Fortunately,  this 
is  fairly  simple  with  a  mode  4  display;  you  just 
change  all  the  2's  in  the  display  list  to  4's.  You  can 
also  POKE  in  5's  for  the  double-height  ANTIC  5 
mode.  These  two  lines  will  do  either  one: 

ANTIC  4: 

GRAPHICS    0:DL=PEEKC560)+256*PEEK{561)+4 
FOR    1=2    TO    24: POKE    DL+I,4:NEXT    I j POKE    DL- 
1,68 

ANTIC  5: 

GRAPHICS    0 : DL=PEEK ( 560 ) +256*PEEK { 561 ) +4 
FOR    1=2    TO    12: POKE    DL+I,5:NEXT    I: POKE    DL- 
1,69  ■ 


You  might  also  want  to  disable  the  cursor  with 
POKE  752,1. 

How  To  Use  ANTIC  Aerobics 

Use  a  joystick  to  draw.  Press  the  trigger  to  set  a 
point  in  the  current  color.  To  change  colors,  press 
either  0,1,2,  or  3  (0  is  used  to  erase).  If  you  want 
to  change  a  color,  hold  down  SHIFT  and  type  the 
number  key.  You  will  see  a  cursor  above  a  16-color 
bar  (GTIA  only;  you'll  see  16  densities  of  vertical 
lines  if  you  have  a  CTIA,  but  you  can  still  use  the 
program).  Move  the  joystick  left  or  right  to  the 
color  you  want.  Then  push  up  or  down  to  change 
the  luminance  (brightness).  When  you're  through, 
press  the  trigger. 

There  are  several  other  commands  to  make 
drawing  easier  and  more  fun.  For  example,  to 
draw  a  line  between  two  points,  press  P  to  set  the 
first  point  (think  "Plot"),  then  move  the  cursor  to 
the  second  spot  and  press  D  ("Drawto").  If  you 
move  the  cursor  again  and  press  D,  another  line 
will  emanate  from  the  original  center  point.  If  you 
want  to  draw  from  one  line  to  another  without 
having  to  reset  the  starting  point,  use  CTRL-D. 
Each  time  you  press  CTRL-D,  a  line  will  be  drawn 
from  the  last  line.  This  makes  it  easy  to  draw  lines 
at  odd  angles. 

What  if  the  cursor  is  too  fast  for  you?  The 
M  command  will  give  you  a  cursor  speed  from 
0  (fast)  to  9  (slow).  Just  press  M  and  then  the  ap- 
propriate number  key. 

You  can  also  use  the  insert  line  and  delete 
line  key  (SHIFT-INSERT,  SHIFT-DELETE)  to  in- 
sert or  delete  lines. 

Use  the  S  and  L  keys  to  either  SAVE  a  shape 
or  LOAD  one  previously  saved.  Enter  the  com- 
plete filename,  i.e.,  C:  for  tape,  or  D:  name  for 
disk.  If  you  see  an  error  message,  like  "ERROR 
162  ON  SAVE",  press  a  key  to  try  again.  The  SAVE 
command  will  not  work  until  you  "compile"  the 
shape  with  the  C  key  (see  below),  since  it  SAVEs 

234    COMPUTE!    October  1983 


the  character  bytes,  which  aren't  defined  until 
you  compile  the  shape.  You  can  use  the  I  (Index) 
command  to  view  the  disk  directory.  Press  a  key 
after  each  displayed  name  to  view  the  next. 

When  you  press  C,  the  computer  will  scan 
the  picture  you've  drawn  and  convert  it  into  16 
characters.  It  will  then  show  you  what  the  picture 
would  look  like  in  ANTIC  modes  4  (top)  and  5 
(bottom).  To  the  right  is  the  shape  drawn  in  in- 
verse video,  so  all  bit-pair  three's  will  be  in  another 
color  (usually  pink).  Notice  that  ANTIC  mode  5 
has  vertical  pixels  twice  as  high  as  ANTIC  5  -  in 
fact,  each  pixel  is  the  same  size  as  a  GRAPHICS  7 
pixel.  What  we've  got  is  GRAPHICS  7  resolution 
(or  better)  without  the  exorbitant  memory 
consumption. 

DATA  Creator 

The  last  option  lets  you  create  DATA  statements 
from  the  characters  you've  defined.  As  with  the 
SAVE  command,  you  can  write  data  only  after 
you've  compiled  the  shape.  You  will  be  asked  to 
choose  at  which  line  number  you  want  to  start 
the  DATA  statements  and  the  filename  for  the 
program  you  want  to  create. 

The  Atari  will  then  write  a  series  of  line  num- 
bers and  DATA  statements  to  tape  or  disk.  To 
merge  these  lines  later  with  vour  own  programs, 
use  the  ENTER  command  (ENTER  "D:name"  or 
ENTER"C:").  You  have  to  write  the  lines  that 
READ  the  data  and  POKE  it  into  your  character 
set  wherever  you  want  it  to  go  (also  see  Program 
2).  Since  each  shape  requires  16  characters,  you 
can  fit  eight  shapes  into  one  character  set. 

If  you  ever  get  stuck,  the  program  has  a  built- 
in  Help  function  that  gives  a  quick  reference  list 
of  the  commands.  Press  H,  "?",  or  the  Help  key 
on  the  1200XL.  The  commands  will  be  given  one 
at  a  time  at  the  bottom  of  the  screen.  Press  a  key 
to  advance  each  command.  When  you're  ready  to 
exit  the  program,  press  CTRL-Q. 

Sub  Attack  Program  Analysis 

Here's  a  line-by-line  explanation  of  "Sub  Attack" 
(Program  2).  We'll  look  at  its  structure  in  some 
detail  as  well  as  explore  some  programming  tips 
and  tricks. 

Line  130:  Lines  580-890  are  the  initialization 
routine.  SUBS  keeps  track  of  how  many  "lives" 
you  have.  Line  575  prints  from  one  to  three  mini- 
ature subs  at  the  bottom  of  the  screen.  Each  mini- 
sub  is  formed  from  custom  characters. 

Line  140:  This  line  clears  out  applicable  vari- 
ables at  the  start  of  each  game. 

Line  150:  This  is  part  of  the  main  loop.  The 
hardware  random  number  generator  is  used 
(53770)  to  decide  on  a  50/50  chance  whether  or 
not  to  put  a  ship  on  the  screen.  Ships  are  always 
spaced  at  least  ten  characters  apart.  Since  each 


ship  is  eight  characters  long  {including  spaces), 
the  closest  two  ships  would  be  is  two  spaces. 

Line  160:  Here,  one  of  the  ships  is  picked. 
The  characters  for  the  ships  are  stored  in  a  string. 
The  statement  is  equivalent  to  R  =  INT(4*RND(1))* 
2. 

Line  170:  POKE  766,1  disables  cursor  controls, 
since  some  of  the  ships  contain  control  characters 
which  PRINT  would  execute  instead  of  display. 

Line  180:  This  is  the  first  line  in  the  main  loop. 
It  continually  checks  to  see  if  the  high  score  has 
been  topped.  HSCR  is  initialized  to  500  in  line 
590.  If  the  high  score  is  beat,  a  special  subroutine 
is  called,  but  (due  to  BEAT)  only  once  per  game. 

Line  190:  This  checks  for  a  change  in  the  score. 
Many  different  routines  add  to  or  subtract  from 
the  score,  so  this  one  statement  is  responsible  for 
noting  a  change  from  the  previous  score  (OPTS, 
for  "Old  Points")  and  updating  the  score  line. 
The  POSITION  statement  centers  the  score. 

Line  200:  If  there  is  no  mine  falling,  and  if  the 
number  in  the  hardware  random  number  gener- 
ator is  greater  than  200  (a  55/255  chance),  then  a 
mine  position  is  chosen.  If  MS  =  0,  no  mine  will 
fall.  Otherwise,  MS  holds  the  offset  from  the 
upper-left  corner  of  screen  memory. 

Line  210:  First,  we  reset  766,  so  we  can  execute 
control  characters.  This  one  line  is  the  core  of  a 
tricky  animation  technique.  Instead  of  moving 
each  ship  by  drawing  and  erasing,  each  ship  is 
placed  at  the  right  of  the  screen.  The  CHR$(254)'s 
are  CTRL-DELETEs,  which  pull  the  line  to  the 
left.  By  PRINTing  two  of  these,  we  can  "scroll" 
the  line  to  the  left.  It's  possible  to  use  INSERTS  to 
push  a  line  to  the  right. 

Line  220:  It's  preferable  to  use  short  variables 
like  JS  (joystick)  and  FB  (fire  button)  than  the 
longer  statements  over  and  over  again. 

Line  230:  FB  =  0  if  the  button  is  pressed .  If  no 
torpedo  is  in  "flight,"  then  we  set  one  up.  IfTORP 
is  zero,  no  torpedo  will  be  displayed  or  updated. 
Otherwise,  TORP  holds  the  actual  screen  memory 
location  of  the  torpedo.  FIRSTMOVE  is  set  when 
the  player  makes  any  move,  such  as  moving  the 
sub  or  firing  a  torpedo.  FIRSTMOVE  is  used  to 
disable  the  mines  falling  until  the  player  has  begun 
to  move.  POKE  77,0  kills  attract  mode. 

Line  240:  JS  is  used  as  an  index  into  an  array 
containing  -I's,  O's,  and  +  I's.  The  appropriate 
offset  (  +  1  for  7,  right,  -1  for  11,  left)  is  added  to 
the  X  (horizontal)  position  of  the  submarine.  Only 
nonzero  offsets  are  accepted,  so  the  sub  is  always 
moving. 

Line  250:  Similar  to  240,  except  for  the  vertical 
position  of  the  sub.  We  also  have  a  check  for  the 
START  button  here  in  case  the  player  wants  to 
restart  the  game  in  progress. 

Line  260:  If  the  submarine  moves  up  or  down, 
or  changes  direction,  we  erase  the  submarine 


before  the  new  one  is  PRlNTed. 

Line  270:  The  submarine  horizontal  variable, 
SUBX,  is  updated  and  checked  for  wraparound. 
A  single  phrase:  SUBX  =  32-ABS(SUBX)  will  re- 
verse the  illegal  -1  and  32  to  the  legal  31  and  0. 

Line  280:  If  the  vertical  variable  is  out  of  range, 
we  just  remove  the  offset. 

Line  290:  SUB$  contains  the  characters  for 
both  directions  of  the  submarine.  The  characters 
include  a  leading  space  if  the  sub  is  moving  right, 
and  a  trailing  space  if  the  sub  is  moving  left.  The 
leading  or  trailing  space  erases  the  previous  char- 
acter when  the  sub  moves,  without  having  to 
erase  the  whole  submarine  (which  is  somewhat 
"flickery"). 

Line  300:  This  is  the  routine  for  moving  the 
falling  mine.  If  no  mine  is  selected,  then  it's 
skipped. 

Line  310:  First,  we  erase  the  previous  mine  (if 
any).  The  mine  is  two  characters  wide,  so  this 
makes  things  complicated.  The  next  position  of 
the  mine  is  found  by  adding  40  (each  screen  line 
is  40  characters  long)  to  the  mine  position.  If  the 
mine  has  hit  the  bottom  of  the  screen,  it  is  removed 
from  execution  (since  it  hasn't  hit  anything). 

Line  320:  Shorthand,  again.  Using  LOC  over 
and  over  again  is  shorter  than  using  SCR  +  MS. 
SCR  holds  the  starting  address  of  screen  memory. 
We  "look  ahead"  before  we  POKE  in  the  mine's 
characters  to  check  for  a  "collision." 

Line  330:  If  nothing  is  hit  (PEEK  returned  a 
zero  for  SPACE),  the  mine  is  POKEd  into  its  new 
position,  and  we  go  on  to  the  next  routine  at  480 
(which  updates  the  torpedo). 

Line  340:  Sound  effect  and  explosion  time. 
We  assume  we've  hit  the  submarine  or  a  torpedo. 
Color  register  three  is  POKEd  with  random  colors, 
causing  anything  on  the  screen  drawn  using  this 
register  to  flash  and  glow.  The  sixtieth  of  a  second 
timer  is  set  to  zero. 

Line  350:  A  loop  to  wait  a  sixtieth  of  a  second. 
Not  really  necessary,  but  we  want  to  slow  down 
this  part  because  the  game  was  compiled. 

Line  360:  EXL(0-3)  contains  the  left  side  of 
three  explosion  scenes,  and  EXR(0-3)  holds  the 
right  side.  The  sound  effect  is  arbitrary,  but  the 
volume  is  stepped  progressively  down. 

Line  370:  The  mine  is  now  removed. 

Line  380:  If  the  mine  hit  a  torpedo,  then  both 
the  torpedo  and  the  mine  are  removed,  and  the 
player  gets  100  points. 

Lines  390-410:  Otherwise,  the  sub  was  hit, 
and  we  flip  it  back  and  forth  to  illustrate  its 
demise. 

Line  415:  One  less  submarine,  but  was  it  the 
last? 

Line  420:  Not  if  this  line  is  executed.  The 
"dead"  sub  is  erased,  and  some  variables  are  reset. 
Line  575  updates  the  number  of  little  submarine 

October  1983    COMPint!    235 


symbols  displayed. 

Line  430:  Start  of  the  "game  over"  section. 
Check  for  high  score. 

Line  440:  Mode  2  without  text  window.  Turn 
off  display  list  interrupt  (to  be  safe).  Messages. 

Line  450:  Score  line.  Notice  that  all  four  colors 
are  used,  upper/lowercase,  inverse  and  normal 
video. 

Line  460:  A  loop  to  wait  for  either  START  or 
the  fire  button  to  be  pressed. 

Line  470:  Kill  attract  mode  again,  restart  the 
game. 

Line  480:  Check  to  see  if  we  should  move  the 
torpedo. 

Line  490:  Erase  the  old  torpedo,  if  indeed  the 
torpedo  was  where  it  should  be  (sometimes  the 
scroll  routine  will  pull  a  ship  into  the  space  where 
the  torpedo  was). 

Line  500:  Move  the  torpedo  up  (minus  40 
characters  per  line).  Check  to  see  if  the  torpedo 
has  gone  off  the  "top"  of  the  ocean.  If  so,  deduct 
ten  points,  but  don't  let  the  score  fall  below  zero. 
Line  510:  There  is  no  sane  reason  to  use  LOC 
in  place  of  TORP,  but  I'd  done  it,  and  didn't  want 
to  change  lines  510-550  when  I  realized  the  re- 
dundancy. Anyway,  we  check  to  see  if  the  new 
position  is  occupied  (meaning  a  ship).  If  not  ( =  0), 
the  torpedo  is  placed  into  the  spot  if  the  torpedo 
position  is  under  the  water  still. 

Line  520:  The  mine  checks  to  see  if  it  hit  the 
torpedo,  and  here  the  torpedo  checks  to  see  if  it 
hit  either  the  left  or  the  right  side  of  the  mine.  If 
so,  we  just  reuse  part  of  the  mine  explosion 
rouhne. 

Lines  530-570:  A  different,  complex  sound 
and  explosion.  The  explosion  moves  left  and  right 
from  the  collision  until  it  runs  out  of  ship  charac- 
ters to  blow  up.  It  is  complicated.  The  score  de- 
pends on  how  high  your  ship  is  in  the  water. 

Line  575:  A  simple  FOR/NEXT  loop  to  print 
from  one  to  three  "subettes"  as  symbols  of  how 
many  lives  you  have  left. 

Line  580:  The  start  of  the  really  Atari-specific 
stuff,  where  characters  are  initialized,  arrays  are 
set  up,  machine  language  is  read  in,  and  the  dis- 
play list  modified.  Actually,  line  580  is  merely  a 
useless  REM  statement. 

Line  590:  The  game  is  not  started  over  with 
RUN,  since  this  would  clear  out  the  high  score. 
Instead,  we  just  make  sure  that  we  do  our 
DIMensions  only  once,  and  then  set  a  flag 
(DIMMED)  to  make  sure  it  won't  happen  again. 
If  you're  a  novice  player,  or  a  6000-pointer,  you 
can  modify  HSCR  here  as  a  goal  to  reach. 

Line  600:  We  modify  the  display  list  of  the  24- 
line  GR.O  display  to  make  it  a  24-line  mixed-mode 
display  (convenient).  The  cursor  is  also  turned  off 
here. 

Line  610:  These  SETCOLOR  statements  come 


from  the  ANTIC  Aerobics  program,  which  gener- 
ates them  with  the  WRITE  DATA  STATEMENTS 
option. 

Line  620:  The  top  line  (DL-1)  is  ANTIC  5, 
mulHcolor  and  double-height.  Lines  2  to  23  are 
ANTIC  4,  and  the  last  line  is  ANTIC  6  (a.k.a. 
GRAPHICS  1).  Line  10  is  flagged  for  ANTIC  as 
where  the  display  list  interrupt  will  occur. 
Line  630:  Screen  memory. 
Line  640:  The  character  set  is  placed  eight 
pages  (2K)  behind  the  top  of  memory,  about  IK 
beneath  the  screen  display.  The  character  set 
pointer  now  causes  ANTIC  to  display  our  char- 
acter set. 

Line  650:  This  important  line  checks  to  see  if 
the  character  set  has  already  been  POKEd  in  pre- 
viously. If  so,  why  bother  to  do  it  again? 

Line  660:  We  put  the  128-byte  character  set 
up  on  the  screen  as  four  rows  of  32  characters  so 
you  can  watch  the  characters  as  they're  being 
redefined. 

Line  670:  The  long  list  of  character  set  data 
starts  at  1040.  Four  8x2  shapes  are  READ  into, 
and  thereby  replace,  the  lowercase  and  graphics 
symbols  (for  this  game,  no  big  loss). 

Line  680:  But  then  we  overlay  most  of  the 
punctuation  and  math  ^ymbols  with  the  sub- 
marine characters.  We  still  have  the  alphabet,  the 
numbers,  and  a  few  punctuation  marks  free. 

Line  690:  And  here  we  POKE  the  alphabet 
and  numbers  into  the  character  set  from  the  de- 
fault ROM  set  at  $E000  (57344). 

Lines  700-710:  Here  we  define  a  couple  of 
characters,  including  the  small  submarine  used 
on  the  score  line.  You  can  use  the  same  character 
set  in  different  modes,  although  the  multicolor 
characters  look  odd  in  GRAPHICS  1,  and  the  text 
is  hard  to  decipher  in  ANTIC  4. 

Line  730:  This  machine  language  section  is 
used  for  the  purely  cosmehc  purpose  of  dividing 
the  screen  into  two  parts,  sea  and  sky,  and  giving 
us  four  separate  colors  for  each  half.  The  display 
list  interrupt  is  easy  to  understand.  It  is  just  a 
bunch  of  LDAs  (like  PEEK,  Load  Accumulator,  a 
special  6502  "variable")  with  each  color  and  STA 
(Store  Accumulator  into  memory,  like  POKE)  into 
the  hardware  color  registers.  The  ANTIC  chip  lets 
us  synchronize  this  color  change  with  any  screen 
line  we  choose,  and  we  chose  line  10  in  line  620 
(128  is  added  to  the  mode  byte). 

Line  740:  We  dear  the  screen  (PUT#6,125) 
and  draw  the  characters  for  the  sun  and  clouds. 

Line  750:  We  tell  the  operadng  system  where 
our  display  list  routine  is,  low  byte  0,  high  byte 
6  =  $0600,  1536,  "page  six."  A  single  POKE  to 
54286  tells  ANTIC  to  "start  interrupting." 

Lines  760-840:  The  characters  for  each  ship, 
arranged  as  eight  characters  for  the  top  half  of  the 
ship  and  eight  for  the  bottom,  are  concatenated 


236     COMPUTE    October  1983 


into  a  single  string. 

Line  850:  The  string  holding  the  characters 
for  the  submarine  is  set  up. 

Lines  860-870:  We  READ  in  the  +  1,0,  and  -1 
values  for  the  joystick. 

Line  880:  The  initial  position  of  the  submarine 
is  set,  and  the  explosion  characters  are  read. 

Line  890:  That's  it  for  initialization! 

Line  900:  DATA  for  the  explosion  characters. 

Lines  910-1030:  A  special  subroutine  when 
you  beat  the  high  score. 

Lines  1040-1846:  Last,  but  certainly  not  least, 
the  DATA  statements  for  over  530  bytes  of  custom 
character  data.  This  is  where  almost  all  your  typing 
mistakes  will  be  made. 

Line  1860:  Here  are  the  bytes  for  the  small 
machine  language  display  list  interrupt  routine. 
Initially,  we  do  a  store  into  $D40A  (any  write  to 
$D40A).  This  makes  ANTIC  "hold  down"  the 
6502's  READY  line,  effectively  freezing  the  micro- 
processor until  the  TV  scanning  beam  hits  the 
right  edge  of  the  screen.  We  don't  want  to  change 
the  colors  in  the  middle  of  a  line,  or  it  would  be 
quite  jagged.  This  handy  feature  lets  us  wait  unttl 
the  beam  is  off  the  left  side  of  the  TV  before  we 
make  the  color  change.  See  Program  3  for  a  disas- 
sembly of  the  display  list  interrupt  routine  (it  looks 
long,  but  it's  only  26  bytes). 

Program  1:  antic  Aerobics 

100 

1  X0 
120 
130 
140 
150 
160 
170 
180 
190 
200 

210 
220 


-B) «256 
430: SPEED=4 


THEN  160 


POKE  732,0:POK 


230 
240 
250 
260 
270 
280 
270 
300 

310 

320 

330 

340 
350 
360 
370 


REM  r-T:fc**i 
CHSET= (PEEK ( 106) 
BOSUB  300:GOSUB 
LOCATE  X,Y,Z 
COLOR  l+tZ=l) 
PLOT  X,Y 
ST=STICK(0) 
IF  PEEK (20) <SPEED 
POKE  20,0 
COLOR  ZsPLOT  X,Y 
IF  PEEK<732)  THEN 
E  764, 102 

IF  PEEK(764)<255  THEN  GOSUB  510 
IF  STRIG(0>=0  THEN  COLOR  CURR:PL 
OT  X,Y:LET  CQMP I LED=0: I F  ST=15  T 
HEN  130 

IF  ST=15  THEN  140 
X=X+DX (ST) : Y=Y+DY(BT> 
IF  X<XL  THEN  X=XH 
X  =  XL 

Y  =  YH 

Y  =  YL 


IF  X>XH  THEN 
IF  Y<YL  THEN 
IF  Y>YH  THEN 
GOTO  130 

DIM  DX ( 15) ,DY ( 15) 
,FN« (20) 

CURR=1 : XL=4: XH=35 
L: Y=YL: SX=XL: SY=YL: GOSUB  1320 
RESTORE  ;FOR  1=5  TO  15:READ  A:DX 
(I)=fi:NEXT  I 
FOR  1=5  TO  15:READ 
T  I 

DATA  1,1,1,0,-1,-1 
DATA  1,-1,0,0,1,-1,0,0,1,-1,0 
OPEN  #1 , 4, 0, "K: " 
FOR  1=0  TO  15:READ 


380 
390 

400 

410 


420 
430 
440 
450 

460 


470 

480 
490 


500 
510 
520 

530 
540 


550 

560 

570 

580 

590 

600 

610 

620 

630 
640 

650 

660 


ML* (20) , COL (5)   670 

YL=4: YH=19: X=X   680 

690 

700 

710 

A: DY ( I ) =A:NEX   720 


-1,0,0,0,0 


A: POKE  CHSET+ 


730 
740 
750 


768+1, AjNEXT  I 

DATA  0,255,240,240,240,240,255,0 

,0, 240, 240, 240, 240, 240, 240, 0 

IF  PEEK (CHSET+257) <>60  THEN  FOR 

1=0  TO  511:P0KE  CHSET+I, PEEK (573 

44+1 ) :NEXT  I 

FOR  1=1  TO  6;P0KE  CHSET+S04+ I , 25 

5;NEXT  I  ; POKE  CHSET  +  504 , 0 1 POKE  C 

HSET+51 1 ,0 

IF    PEEK(CHSET  +  784)  017    THEN    FOR 

1=1     TO     15: FOR    J=0    TO    7: POKE    CHSE 

T+I«8+776+J, I+I«16:NEXT    J:NEXT     I 

RETURN 

PMBASE=(PEEK ( 106) -16) «256:GRID=1 

POKE  54279, PMBASE/256 

POKE  53277, 3:POKE  559,62:POKE  62 

3,4 

FOR  1=0  TO  3:PDKE  704+1, 2:POKE  5 

3248+1, 64+I«32:P0KE  53256+1, 3:NE 

XT  1 

P0=PMBASE+1024: BP=a5: IF  PEEKCP0+ 

64)=BP  THEN  RETURN 
FDR  1=64  TO  190  STEP  8 
FOR  J=0  TO  7:P0KE  P0+I+J , BP: POKE 
P0+256+I+J, BPsPOKE  P0+512+I+J,B 
PsPOKE  P0+768+I+J,BP:NEXT  JjBP=2 

55— BP 

NEXT  I: RETURN 

GET  #l,A:PaKE  711,70 

IF  A=ASC("W")  THEN  IF  COMPILED  T 

HEN  1810 

IF  A=B7  THEN  A=83:B0TD  800 

IF  A=17  THEN  GRAPHICS  0:POKE  532 

77,0:FOR  1=0  TO  3:POKE  53248+1,0 

:NEXT  I:END 

IF  A=ASC("G")  THEN  GR I D= 1 -GR I D : F 

OR  1=0  TO  3:POKE  53248+1,(64+1*3 

2)«GRID:NEXT  I  : RETURN 

IF  A>47  AND  A<52  THEN  CURR  =  A-'48: 

POKE  71 1 , PEEK (707+CURR+5* CCURR=0 

) ) eRETURN 

IF  A=125  THEN  GOSUB  1320:LET  COM 

PILED=0: GOSUB  430: RETURN 

IF  A=ASC("C")   THEN  LET  COMPILED= 

1  : POP  jGOTO  1020 

IF  A=7  THEN  CREG=704 : A=PEEK ( CREG 

):GOT0  620 

IF     A<33     OR     A>35     AND     A041     THEN     7 

40 

CREG=70S+A-33-4» (A=41> : A=PEEK(CR 

EB) 

C=INT<A/16) :L=A-C«16:PQKE  87,1:C 
OLOR  32:PLQT  0,H:DRAWTa  19,11 
POSITION  C+2,11:PUT  #6,95 
T=C+DX (STICK (0) ): IF  T<0  OR  T>15 
THEN  T=16-ABS(T> 

L=L-2»DY (STICK (0) ): IF  L<0  OR  L>1 
4  THEN  L=16-ABS(L) 

A=C*16+L: POKE  CREG, A: IF  CREB=704 
THEN  POKE  705,A:POKE  706,A:POKE 
707,  A 

IF  STICK(0)<15  THEN  POSITION  C+2 

,11:?  #6;"  ■■;:C  =  T 

IF  STRIGt0>=0  THEN  710 

IF  PEEK (20) <SPEED  THEN  680 

POKE  20,0:BOTD  630 

IF  STRIG(0)=0  THEN  710 

1550:  POSITION  3,11:?  «6;"E! 
I33CEHE"  :  POKE  711,  PEEK  (707 

+CURR+5* (CURR=0) > 

POKE  87, 3: RETURN 

IF  AOASCC'P")  THEN  760 

SX=X:SY=YsCOL0R  CURRsPLOT  X,Y:FO 


GOSUB 


October  1983    COMPUTH     237 


760 


770 


7B0 
790 

800 


810 
820 

830 
840 

850 
860 
870 

880 
890 
900 


910 

920 

930 

940 
950 


R  W=15  TO  0  STEP  -1;SQUND  0,W,12 

,W:NEXT  W:POP  : LET  COMP I LED=0: GO 

TO  130 

IF  A=ASC<"D")  THEN  COLOR  CURR:PL 

DT  SX,SY;DRAWTO  X,Y;LET  COMPILED 

=  0:POP  J  GOTO  130 

IF  0=4  THEN  COLOR  CURRiPLOT  SX,S 

Y:DRAWTO  X , Y : SX= X : S Y= Y : POP  : LET 

CDMPILED=0: BOTO  130 

IF  A=ASC("L">  THEN  1560 

IF  A=ASCr"S")  THEN  IF  COHPILED  T 

HEN  1450 

IF  A=ASC("S")  THEN  POKE  a7,l;GOS 

UB  15505  POSITION  4,11:?  #6;"GEai 

u.  -laai'gyr"  =  rft  #i,a:GOTo  1520 

IF  AOASCC'M")  THEN  840 
GET  #1,A:IF  A<48  OR  A>57  THEN  RE 
TURN 

SPEED=A-48: RETURN 

IF  fi<>ASC  ('■?'•)  AND  AOASCC'H")  T 
HEN  890 

RESTORE  1980: POKE  87,1 
READ  FN*; IF  FN*="END"  THEN  880 
GOSUB  1550; POSITION  10-LEN(FN*)/ 
2,11:7  «6;FN*:BET  #1,A:60TD  860 
eOTO  1520 
IF  A<>1S6  THEN  930 

FDR  ROW=Y*10  TO  180  STEP  10:FOR 
CQL=1  TO  8: POKE  SCR+RDW+COL , PEEK 
(SCR+ROW+10+COL> :NEXT  COL; NEXT  R 
OW 

FOR  COL=l  TO  9:P0KE  SCR+ROW+COL, 
0:NEXT  COL;LOCATE  X,Y,Z 
RETURN 
IF  A0157  THEN  970 


960 
970 
980 

990 


FOR  RDW=190  TO  Y»10+10  STEP  -10 

FOR  C0L=1  TO  a:PQKE  SCR+RDW+COL, 

PEEK  CSCR  +  RQW-10  +  CDL>  : NEXT  COL: NE 

XT  ROW 

2=0:GOTO  910 

IF  AOASCC'I")   THEN  1010 

TRAP  i000:OPEN  #2, 6, 0, " D: « . « " s PO 

KE  87, 1 

INPUT  #2, FN*:  BOSUB  1 550 : POS I T I  ON 

1,11:?  #6;FN*;:GET  »l,A:eOTO  99 
0 

CLOSE  #2:60T0  1520 

RETURN 

FOR  1=0  TO  3:P0KE  53248+ I , 0 : NEX 

T  I 

SCR=PEEK(88)+2  56«PEEK(a9) 

FDR  RDW=4  TO  19 

FOR  COL=l  TO  8 

LOC  =  SCR  +  ROW*10  +  COL: A  =  PEEK  CLOC) 

POKE  L0C,255-A 

C=C0L-1 : R=ROW-4: IF  R>7  THEN  R=R 

+  56 

POKE  CHSET+S12+C*8+R, A 

POKE  LOC,A 

NEXT  COL:NEXT  ROW 

FDR  1=0  TO  4; COL ( I > =PEEK (708+1 ) 

:NEXT  I 
1130  GRAPHICS  0: SCR=PEEK <88) +256«PEE 

K  CB9)  : DL  =  PEEK (560) +256* PEEK (561 

)  +4 
1140  POKE  752,1:P0KE  756 , CHSET/256 
1150  FOR  1=0  TO  4;POKE  708+ 1  ,  COL ( I )  : 

NEXT  I:POKE  711,70 
1160  POKE  DL-1 , 4+64: FOR  1=2  TO  10:PO 

KE  DL+I,4:NEXT  I  : POKE  DL+11,5:P 

OKE  DL+12,5:P0KE  DL+13,5:P0KE  D 

L+14, 6 

238     COMPUTi!    October  1983 


1000 

1010 

1020 

1030 

1040 

1050 

1060 

1070 

1080 

1090 

1  100 

1110 

1  120 

1  170 
1  180 
1  190 

1200 

1210 
1220 
1230 

1240 
1250 
1260 
1270 

1280 
1290 
1300 
1310 
1320 
1330 

1340 

1350 

1360 

1370 

1380 
1390 

1400 

1410 


1420 
1430 

1440 
1450 
1460 

1470 
1480 


1490 

1500 


1510 
1520 
1530 

1540 

1550 

1560 
1570 

1580 
1590 


0,13:?  "PRESS 


TO 


70 


POKE  DL+15,65:PaKE  DL+16,PEEK<5 

60):PQKE  DL+17, PEEK (561 ) 

FOR  1=0  TO  1:F0R  J=l  TO  B:FOR  K 

=0  TO  IsFOR  L=0  TO  1 

POKE  SCR+l«40+L*10+120«K+J+284, 

63+I*a+J+L«128:NEXT  LsNEXT  K:NE 

XT  J:NEXT  I 

POSITION 

RETURN" 

IF  STRI6(0)   THEN  1210 

REM  RESTORE 

GOSUB  1320:FOR  1=0  TD  4:P0KE 

8+I,COL(I) :NEXT  I 

SCR  =  PEEK(88>  +256«PEEK(89) 

FOR  R0W=4  TO  19 

FOR  COL=l  TO  a 

C=C0L-1 : R=ROW-4: IF  R>7  THEN  R=R 

+  56 

A=PEEK (CHSET+512+C*8+R> 

POKE  SCR+ROW«10+COL, A 

NEXT  COL:NEXT  ROW 

GOTO  130 

REM  SET  UP  GR.3+16  SCREEN 

RESTORE  1350:FOR  1=1  TO  16:READ 

A: ML*  (  I  ) =CHR*  (A)  : NEXT  I 
POKE  513, INT CADR CML*) /256) :POKE 

512, ADR (ML*) -25  6* PEEK (513) 
DATA  72,169,192,141,10,212,141, 
27,208, 169, 10, 141,26,208, 104,64 
GRAPHICS  3+16:PDKE  559,0:SCR=PE 
EK (88) +256* PEEK (89) 

COLOR  l:PLOT  XL-2 , YL-2 : DRAWTQ  X 
H+2, YL-2: DRAWTO  XH+2 , YH+2: DRAWT 
O  XL-2, YH+2: DRAWTO  XL-2, YL-2 

DL=PEEK (560) +256«PEEK (561 ) +4 
POKE  DL+23, 6+128: POKE  DL+24.2:P 
OKE  54286, 192 

POKE  87,  1  :  POSITION  3,11:7  «6;"E' 
nS^^mmS-n^3E":POKE     87,3 
FOR  1=1  TO  15: POKE  SCR+244+I«2, 
97+I:POKE  SCR+245+ I «2 , 97+1 : NEXT 
I: POKE  SCR+244, 96: POKE  SCR+245 
,97 

POKE  756,CHSET/256:P0KE  559,62 
FOR  1=0  TO  3:P0KE  5324B+ I , 64+ I « 
32:P0KE  53256+ I , 3 : NEX T  I 
RETURN 

REM  SAVE  ROUTINE 

POKE  87,1:G0SUB  1 550 : POS I T I  ON  0 
,11:7  #6; "s" : GOSUB  1650 
TRAP  1500:OPEN  #2, 8,0, FN* 
FOR  1=0  TO  127:PUT  #2,PEEK(CHSE 
T  +  512  +  I )  : NEXT  I  : FDR  1=0  TD  4 : PU 
T  #2, PEEK (708+1 ): NEXT  I 
PUT  «2, PEEK (704) : CLOSE  #2:G0T0 
1520 

GOSUB  1550: POSITION 
ERROR  " ; PEEK ( 195) ; " 
OSE  #2 
BET  #1,A 
BOSUB  1550 
POSITION  3,11:?  #6; ' 


87, 3: TRAP  3 
19,11 


1,11:7  #6; " 
ON  SAVE":CL 


POKE  54286, 192: POKE 

2767: RETURN 

COLOR  32; PLOT  0,11:DRAWTO 

: RETURN 

REM  LOAD  ROUTINE 

POKE  87,1:G0SUB  1 550: POS I TIGN 

,11:?  #6;  "1  ■' :  GOSUB  1650 

TRAP  1620;OPEN  #2, 4,0, FN* 

FOR  1=0  TO  127:GET  #2,A:P0KE  CH 


0 


1600 
1610 

1620 


1630 
1640 
1650 
1660 

1670 
1680 
1690 
1700 
1710 


ON 


#6;  " 
LOAD" : CL 


1720 

1730 

1740 

1750 

1760 
1770 

1780 
1790 

1800 
1810 
1820 

1830 


1840 
1B50 
1860 
1870 


1880 

1890 
1900 
1910 
1920 


1930 
1940 
1950 

1960 
1970 
1980 
1990 
2000 
2010 
2020 
2030 
2040 
2050 


SET+512+I, A:NEXT  I : FDR  1=0  TO  4 

:SET  #2, A: COL < I ) =A: NEXT  I 

GET  #2,A:FDR  1=0  TO  3:POKE  704+ 

I,A:NEXT  I 

CLOSE  #2: POKE  54286 , 1 92 : POP  : TR 

AP  32767:LET  COMP I LED= 1 : GOTO  12 

20 

GOSUB  1550: POSITION 

ERROR  "; PEEK ( 195) ; " 

DSE  #2 

GET  #1 , A 

GOTO  1520 

REM  FILENAME  INPUT 

POSITION  1,11:?  1*6;  '■nr";CHR*<15 

9)  ; 

ZL=1 

POSITION  4+ZL,ll:PUT  #6,223 

GET  #1,A 

IF  A=155 

IF  A=126 

L-1:C0L0R  32:PLDT  5+ZL,ll:60T0 

1680 

IF  NUM  AND 

1690 

IF  NUM=0  AND  ZL=1 

>90  THEN  1690 

IF  A=42  OR  A=46  OR 

60 

IF  <A<4a  OR  A>57) 

A>90)  THEN  1690 

IF  ZL=15  THEN  1690 

POSITION  4+ZL,ll:PUT 

L)=CHR*CA) ;ZL=ZL+1 

GOTO  1680 


THEN 
THEN 


1790 

IF  ZL>1 


THEN  ZL=Z 


(A<4a  OR  A>57)   THEN 


AND  A<65  OR  A 


A=5B  THEN  17 


AND  CA<6S  OR 


#6, A: FN* (Z 


NUM=0:IF  ZL=1  THEN  POP  : GOTO  IS 

20 

FN*  =  FN*  <1,ZL-1):RETURN 

REM  WRITE  DATA 

POKE  a7,l:G0SUB  1  550 : PQS I T I  ON  1 

,11:7  #6;  "ai";CHR«  (159)  ;  :NUM=1: 

GOSUB  1670 

LN=0:FOR  1=1  TO  LEN < FN« ) : A=ASC ( 

FN* ( I ) ) -48: IF  A>=0  AND  A<10  THE 

N  LN=LN«10+A: NEXT  I 

IF  I<LEN(FN*)  THEN  POP 

GOSUB  1550:GDSUB  1650 

TRAP  1950:OPEN  #2, 8,0, FN* 

PRINT  #2;LN;"  " ; : FOR  1=0  TO  4: A 

=PEEK (708+1 ) : C=INT (A/ 16) :L=A-C« 

16 

PRINT  #2;  "SE.  ";  I;  ",  ";C;  ",  "jL;  :  I 

F  1C4  THEN  PUT  #2,58 

NEXT  1:PRINT  «2:LN=LN+10 

FOR  1=0  TO  127  STEP  8 

PRINT  «2;LN; "  DATA  "; 

FOR  J=0  TO  7:PRINT  «2;PEEK{CHSE 

T+S12+I+J) ; : IF  J<7  THEN  PUT  *2, 

44 

NEXT  J:PRINT  #2 : LN=LN+ 1 0: NEXT  I 

TRAP  32767: CLOSE  *2:G0T0  1520 

GOSUB  1550:PQSITION  1,11:?  #6;" 

*■■;  PEEK*  195)  ;  "  ON  WRITE" 

GET  «1,A 

CLOSE  #2: GOTO  1520 

DATA  E  : COMPILE 

E-E  : COLOR 

SSEKSJ    E-E    :SETCOLOR 


DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 


a  :SAVE 

n  :LOAD 

Ej  :  DISK  INDEX 

C  :WRITE  DATA  STMTS 

K  iMOTIDN   (0-9) 


A  shape  ix'semhUtig  the  planet  Saturn  being  edited  with  the 

ANTIC  Aerobics  Editor. 

2060  DATA  B  :PLOT 

2070  DATA  E  : DRAWTO 

2080  DATA  mSSB    E  :  DRAWTHRU 

2090  DATA  [E  :   GRID  DN/DFF 

2100  DATA  33SB    E:GRID  COLOR 

2110  DATA  BGgai  niaagi:  l  i  ne 

2120  DATA  S3^a!  ESiaOiLINE 
2130  DATA  SOGai  E  :QUIT 
2140  DATA  END 

Program  2:  Sub  Attack  -  An  Example  Game 


100 
110 

120 
130 

140 

150 
160 
170 


180 
190 

200 

210 

220 
230 

240 
250 
260 

270 

280 


REM 
REM 
REM 
GOSUB 


;Ti*f:Wa 


i80: 


SUBS=3: GOSUB  575: REM  C 

PTS=0:BEAT=0:DX=0: OPTS=PTS; FIRST 

MOVE=0 

X=1:IF  PEEK(53770)< 128  THEN  180 

R=INT  <4«PEEK (S3770) /256)  «2 

POKE  766, 1 iPOSITION  31,8;?  SHIP* 

(R*8+l , R*8+B) :POSITION  31,9:?  SH 

IP* (R«B+9, R*8+16) 

IF  PTS>HSCR  AND  BEAT=0  THEN  GOSU 

B  910 

IF    PTSODPTS    THEN    POSITION     10-LE 

N (STR* (SCORE)  > /2, 23: ?    PTS;"        "  ;  : 

OPTS=PTS 

IF  MS=0  AND  FIRSTMOVE  AND  PEEK (5 

3770)  >200  THEN  MS= I  NT ( 30«PEEK ( 53 

770) ) /256+400 

POKE  766,0:POSITION  0,9:7  CHR*(2 

54) ; CHR* (28) ; CHR* (254) ; : X=X+1 : IF 

X=10  THEN  150 
JS=STICK (0) :FB=STRIG(0) 
IF  FB=0  AND  TORP=0  THEN  TQRP=SCR 
+SUBY«40-40+SUBX+7« ( DX=1 ) : F 1 RSTM 
OVE=TDRP: POKE  77,0 
IF  DX(JS)<>0  THEN  DX=DX ( JS ) : POKE 

77,  0 
DY=DY(JS):IF  PEEK (53279 ) =6  THEN 
100 

IF  DY  OR  DXOODX  THEN  POSITION  S 
UBX,SUBY:?  " t8  SPACES J ";: ODX=DX : 
FIRSTMOVE=DX; POKE  77,0 
SUBX=SUBX+DX: IF  SUBX<0  OR  SUBX>3 
1  THEN  POSITION  SUBX-DX , SUBY : ?  " 
CB  SPACES>" ; : SUBX=32-ABB<SUBX) 
SUBY=SUBY+DY: IF  SUBY< 1 1  OR  SUBY> 


October  1983     COMPUTE!     239 


SUBX, SUBYs 


22  THEN  SUBY=SUBY-DY 
290  P=l+B« (DX< 1 ): POSITION 

?  SUB» (P,P+7) ; "fLEFT>"; 
300  IF  MS=0  THEN  480 
310  POKE  SCR+MS,0: POKE  SCR+MS+ 1 , 0: MS 

=HS+40! IF  MS>9I9  THEN  MS=0:GOTO 

480 
320  LaC  =  SCR  +  MS: P1=PEEK  <LOC)  s P2=PEEK ( 

LOC+i ) 
330  IF  P1=0  AND  P2=0  THEN  POKE  LQC,! 

02; POKE  LOC+1 , 103: BOTO  480 
340  FOR  V=12  TO  0  STEP  -3: FOR  1=0  TO 
2:P0KE  711 ,PEEK{53770) :POKE  20, 

0 
350  IF  PEEK(20)<1  THEN  350 
360  POKE  LDC, EXL <  I  J  : POKE  L0C  +  1,EXR(I 

):SOUND  0, 70, a, V: SOUND  1,PEEK(53 

770) , 0, V: NEXT  I:NEXT  V 
370  POKE  LOC,0:POKE  LOC+1,0 
380  IF  Pl=il2  OR  P2=112  THEN  MS=0:TO 

RP=0: PTS=PTS+100: GOTO  180 
390  FOR  1=150  TO  0  STEP  -5:POSITION 

SUBX,SUBY:?  SUB* (FL»B+1 , FL«a+8) ; 

: FL=1-FL 
400  FOR  J=I  TO  1  STEP  -20 
410  SOUND  0, J/ 10, B, 1/ 10: NEXT  JiNEXT 

I 
415  SUBB=SUBS-1 : IF  SUBS=0  THEN  430 
420  POSITION  SUBXjSUBY:?  " 

CB  SPACES > " ; : SUBX=16: SUBY=22: DX= 

0: DY=0: MS=0: BOSUB  575:G0T0  180 
430  IF  PTS>HSCR  THEN  HSCR=PTS 
440  GRAPHICS  1B:P0KE  54286 , 64 : SETCOL 

OR  4,  9,  14:P0SITI0N  5,0:?  tt6;"[giE 

450  POSITION  5,5:?  #6 ; " SCORE : " ; PTS : P 

asiTION  5,11:?  #6;  "press  SEK-" 
460  IF  PEEK (53279) <>6  AND  STRIB(0)  T 

HEN  460 
470  POKE  77,0:GOTO  100 
480  IF  TORP=0  THEN  180 
490  IF  PEEK (TORP) =1 12  THEN  POKE  TORP 

,0 
500  TORP=TORP-40: IF  TORP<SCR+360  THE 

N  TaRP=0: PTS= <PTS-10) « (PTS>10) :S 

OTO  180 
510  LDC=TORP:IF  PEEK (LOO =0  THEN  POK 

E  LOC, 1 12* <TORP>SCR+400) : GOTO  18 

0 
520  IF  PEEK (TORP) =102  OR  PEEK(TDRP)= 

103  THEN  LOC=SCR+MS: Pl=l 12:G0TO 

340 
530  FOR  V=14  TO  0  STEP  -2:F0R  1=2  TO 

3: L=0: R=0 
540  FOR  UP=0  TO  40  STEP  40: POKE  711, 

PEEK (53770) 
550  POKE  LOC-L-UP, EXL ( I ) : POKE  LOC+R- 

UP,EXR(I) :A1=(PEEK(LOC-L-1)<>0) : 

A2= (PEEK (LOC  +  R+1 >  <>0>  :NEXT  UP:L  = 

L+Al :R=R+A2 
560  SOUND  0,L+R,0,V:IF  Al  OR  A2  THEN 

540 
570  NEXT  I:NEXT  V ; TORP=0 : PTS=PTS+40+ 

(23-SUBY) «5: GOTO  180 
575  POSITION  1,23:?  "{7  SPACES> " ; : FO 

R  1=1  TO  SUBS: POSITION  1*2-1,23: 

?  "£\";sNEXT  I : RETURN 

580  REM  Bn^asaa^smnK 

590  IF  NOT  DIMMED  THEN  DIM  DX(15),D 
Y ( 15) , SHIP* (128) , SUB* ( 16) , EXL (3) 
,EXR(3) ,MS6* (100) :LET  DIMMED=1:H 
SCR=500 

240    COMPUTE!    Octobef1983 


An  example  of  edited  graphics  in  the  Atari  game  "Sub  Attack" 


600 

610 

620 


630 
640 

650 
660 


670 

680 

690 

700 

710 

730 

740 

750 

760 

770 

780 
790 
800 
810 
820 

830 

840 

850 

860 


GRAPHICS  0:DL=PEEK(560) +256* PEEK 

(561)+4:PDKE  752,1 

SETCOLOR  0, ll,4:SETCOLOR  1,0,12: 

SETCOLOR  2, 1 , 10:SETCOLOR  3,4,6:S 

ETCOLOR  4, 10,8 

POKE  DL-1,69:F0R  1=2  TO  23: POKE 

DL+I,4:NEXT  I : POKE  DL+10 , 128+4 : P 

OKE  DL+24,6 

SCR=PEEK (88) +256«PEEK (89) 

CHSET=(PEEK(106)-8) « 256: POKE  756 

, CHSET/256 

IF  PEEK (CHSET+20) =85  THEN  740 

FOR  1=0  TO  3;FOR  J=0  TO  31:P0KE 

SCR+I*40+B0+2+J, I»32+J:NEXT  J:NE 

XT  I 

RESTORE  1040:FOR  1=512  TO  1023:R 

EAD  A:PGKE  CHSET+ I , A : NEXT  I 

FOR  1=0  TO  127:READ  A:POKE  CHSET 

+  1  , A: NEXT  I 

FDR  1=128  TO  511:P0KE  CHSET+1,25 

5-PEEK(57344+I ) sNEXT  I 

FOR  1=0  TO  7: POKE  CHSET+208+ I , 25 

5:NEXT  I : POKE  CHSET+2 1 4 , 239 

FOR  1=0  TO  IStREAD  AiPOKE  CHSET+ 

472+1, A:NEXT  I 

FOR  1=0  TO  25:READ  A:POKE  1536+1 

,A:NEXT  I 

PUT  #6, 125: POSITION  30,0:FOR  1=0 

TO  7:F^UT  #6,  I  iNEXT  I 
POKE  512,0:POKE  513,6:POKE  54286 
,  192 

RESTORE  770:FDR  1=1  TO  64:READ  A 
: SHIP* ( I )=CHR* (A) :NEXT  I 
DATA  160,160,160,160,160,160,160 
,  160 

DATA  8,9,10,11,12,13,14,15 
DATA  32,32,18,19,20,21,22,23 
DATA  24,25,26,27,28,29,30,31 
DATA  32,97,98,99,100,101,32,32 
DATA  104,105,106,107,108,109,110 
,111 

DATA  160,160,160,160,160,160,160 
,  160 

DATA  120,121,122,123,124,125,32, 
32 

FOR  1=1  TO  16i SUB* ( I ) =CHR* < 1+31 ) 
:NEXT  I : SUB* < 16) =CHR» (32) 
FOR  1=5  TO  15:READ  A : DX ( I > =A : REA 
D  A: DY (I )=A:NEXT  I 


870  DATA  1,1,1,-1,1,0,0, 
,-1,0,0,0,0, 1,0,-1,0 

880  SUBX=16: SUBY=22: FOR 
D  A,BsEXL( I ) =A: EXR  (  I 

890  RETURN 

900  DATA  246,247,208,209 

910  HSCR  =  PTS:  riSG«  =  "  :  :  :  ;  : 
:  :  :  "  : POKE  7 1 1 , 90 

920  Mss*(2i)="Bg3gaiiiDgi 

:  ::high:  :  :  miiJ^!:  :  :  :  " 

G«) +1 )=STR«  CRTS) 
930  MS6* CLEN<MSB«)+1 )=": 

940  FOR  1=1  TO  LEN(MSB*) 

950  SOUND  0,10,8,8 

960  POSITION  1,23:?  MSG* 

KE  20,0 
970  IF  PEEK(20)<2  THEN  9 
980  SOUND  0,30,8,8 
990  POSITION  CX,2:?  "qrs 
0, 0: CX=CX-1 : IF  CX=0 
N  CX,2:?  "<:7  SPACES> 
1000  IF  PEEKC20)<2  THEN 
1010  NEXT  I:BEAT=1 
1020  COLOR  32:PLDT  0,23: 
:PLOT  ia,23:PLaT  0, 
2:S0UND  0,0,0,0:GOT 
1030  RETURN 
1040  REM 
1050  DATA  168,0,0,0,42,0 
1060  DATA  0,2,42,170,10, 
1070  DATA  0,160,2,170,16 
1080  DATA  0,0,128,0,160, 
1090  DATA  15,63,63,63,15 
1100  DATA  192,240,242,24 


0,-1,1 

1  =  0  TO 
) =B: NE 


3:REA 
XT  I 


, 254,255,0, 0 


t*<.i;a: 


:  new 

MS6* (LEN  <MS 


-20 

< I , 1+17) ; : PO 

70 


tu  "  ;  : 
THEN  P 
"  ;  :  CX 
1000 

DRAWTO 
2: DRAW 
0  575 


POKE  2 
OSITIO 
31 


18,  23 
TO  39, 


QRME  CHARRCTERS  FOLI_OH 


,0,0 

168, 0, 0 

0, 42,0, 0 

0,0,0 

,0,0,0 

0, 192, 0, 160, 0 


1110 
1  120 
1  130 
1  140 
1  150 
1  160 
1  170 
1  180 
1  190 
1200 
1210 
1220 
1230 
1240 
1250 
1260 
1270 
1280 
1290 
1300 
1310 
1320 
1330 
1340 
1350 
1360 
1370 
1380 
1390 
1400 
1410 
1420 
1430 
1440 
1450 
1460 
1470 


DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 


34, 10, 136, 2, 168, 0, 0 
32, 160, 136, 0, 0, 0, 0 
0, 0, 0, 85, 85, 5, 0 
0, 192,63, 95, 1 17, 85, 21 
0,0, 19  2, 85, 85, 85, 85 
5, 53, 31 ,87,93, 85, 85 


0, 48, 15, 87, 93, 85, 85 
0,0, 240, 213, 85, 85,85 
0, 0, 0, 85, 85, 80, 0 
8.8,3, 143, 3, 128, 8,0 
48, 24  0, 252, 224, 200, 0 , 1 28 
0,0,0,0,0,5,7 
0, 8, 85, 42, 42, 85, 1 19 
130, 24, 64, 0,0, 84, 116 
2, 33, 0,0,0,0,0 
2, 24, 145,2, 0,0,0 
4, 0, 32, 80, 0,0,0 
0,21, 10,5,0,0,0 
0,85, 170, 117, 85, 21, 5 
10, 85, 170, 215, 85, 85, 85 
9, 170, 85, 170, 93, 85, 85, 85 
6, 170, 85, 170, 1 17,85,85, 85 
0, 85, 170, 215, 85, 85, 85 
0, 84, 170, 85, 84, 80, 64 
0, 0, 128, 0, 0, 0, 0 
0,0,0,0,0,0,0 
0,0, 0,0, 0, 64, 16 
0,0,0,0,0,0,0 
0, 0,5, 0,0, 85, 1 19 
0, 0,84, 128, 128,85, 1 19 
0,  0,  0, 0, 0, 64, 64 
4,1,5, 1,4,0,0 
68,80,84,80,68,0,0 
0,80, 170, 21 ,5,5,0 
85, 117, 85, 170, 85, 213, 85, 21 
80, 208, 80, 170, 85, 93,85, 85 


DATA  85,170,85,170,85,85,85,85 

DATA  85,170,85,170,85,213,85,85 

DATA  64,129,65,170,85,93,85,85 

DATA  16,85,221,170,85,85,80,0 

DATA  0,1,4,170,80,0,0,0 

DATA  0,16,16,16,16,136,0,0 

DATA  1,0,0,5,31,31,5,0 

DATA  84,5,4,85,213,86,85,0 

DATA  0,80,0,80,85,89,84,0 

DATA  0,0.0,1,85,64,0,0 

DATA  4,17,4,84,64,0,0,0 

DATA  32,2,51,15,131,8,128,0 

DATA  34,0,200,240,194,48,0,8 

DATA  0,0,0,0,5,1,0,0 

DATA  0,0,0,2,85,93,85,5 

DATA  20,20,20,170,85,93,85,85 

DATA  20,20,20,170,85,93,85,85 

DATA  0,0,0,128,85,93,85,84 

DATA  0,0,0,0,84,64,0,0 

DATA  0,128,8,32,15,131,3,2 

DATA  0,0,194,192,242,252,192,50 

DATA  0,0,0,0,0,0,0,0 

DATA  0,0,0,0,5,42,1,0 

DATA  0,0,0,0,85,165,85,0 

DATA  0,0,0,3,85,85,85,85 

DATA  0,5,21,255,85,85,85,85 

DATA  85,85,105,255,85,85,85,85 

DATA  0; 0, 0, 2S5, 85, 84, 85, 85 

DATA  0,0,0,192,80,20,80,64 

DATA  0,0,0,3,5,20,5,1 

DATA  1,1,1,255,85,21,85,85 

DATA  84,85,165,255,85,85,85,85 

DATA  0,64,80,255,85,85,85,85 

DATA  0,0,0,240,85,85,85,85 

DATA  0,0,0,0,85,90,85,64 

DATA  0,0,0,0,80,168,64,0 

DATA  0,0,0,0,0,0,0,0 

DATA  0,0,1,63,127,31,7,0 

DATA  120,248,200,254,251,254,25 

2,0  

REM  >  fr-T^^Hfr-»  =»■*•«•-?" -t^**'**^""" 


--Machine  Larvguage  ■ 


1480 

1490 

1500 

1510 

1520 

1530 

1540 

1550 

1560 

1570 

1580 

1590 

1600 

1610 

1620 

1630 

1640 

1650 

166  0 

1670 

1680 

1690 

1700 

1710 

1720 

1730 

1740 

1750 

1760 

1770 

1780 

1790 

1800 

1810 

1820 

1830 

1840 

1845 

18  46 

1850 


1860  DATA  72, 16 
,208, 169,4 
41,24, 208 
4,  64 

1870     END 


9,6, 141, 10,212, 141,22 
0, 141,23,208, 169, 10, 1 
169, 128, 141, 26, 208, 10 


Program  3: 

Disassembly  Of  The  Display  List  Interrupt  Routine 


72 


PHA 


169  6  LDA    #6 

141  10  212    STA    $D40A 

141  22  2C8    STA    $D018 
169  40  LDA   #40 

141  23  208    STA    $D019 


169  10  LDA  #10 

141  24  208  STA  $D01A 

169  128  LDA  #128 

141   26   208  STA  $D01C 

104  PLA 

64  RTI 


;  Since  this  is  an  interrupt,  we  want  to 
save  any  registers  we  use  so  that  when 
we  return  from  the  interrupt,  the 
original  routine  won't  notice  anything. 
PHA  means  to  "push"  the  accumulator 
onto  the  stack.  The  stack  will  hold  the 
previous  value  in  the  accumulator 
until  we  "pull"  it  off. 
;Grey  (0*16  +  6) 

;WSYNC  (wait  for  synchronization) 
;Colorregister zero  (hardware) 
;2*16  + 8,  light  orange 
;Color  register  one.  Since  ML  is  so  fast, 
the  TV  beam  still  hasn't  reappeared. 
We'll  be  able  to  make  all  our  changes 
without  having  to  store  to  WSYNC 
again. 

;Light  white 
;Col  or  regi  ster  two 
;8*16  +  0,  dark  blue,  for  the  ocean 
;Background  color  register 
;Restore  accumulator 
,'Retum  from  Interrupt  (like  RETURN 
fromaGOSUB)  © 

Octol3er1983    COMPUTEI    241 


High  Speed  Mazer 


Gory  E.  Marsa 


This  update  of  previoiishf  published  "Maze  Generator" 
uses  machine  language  to  construct  a  random  maze  in 
less  than  two  seconds  -  for  PET,  VIC,  and  64.  Also, 
there's  "Munchmaze,"  a  fast-action  strategy  game  to 
show  off  the  maze  utility,  with  versions  for  the  PET 
and  64. 


If  you  tried  Charles  Bond's  "Maze  Generator"  in 
the  December  1981  COMPUTE!,  you'll  remember 
how  fascinating  it  was  to  watch  the  maze  being 
constructed  on  the  screen  right  before  your  eyes. 
It's  a  clever  program  and  lacks  only  one  thing  - 
speed.  It  takes  my  PET  about  38  seconds  to  con- 
struct a  full-screen  maze.  After  watching  it  make 
several  mazes,  it  occurred  to  me  that  a  machine 
language  version  would  be  much  faster. 

The  machine  language  maze  generator  was 
written  on  an  Upgrade  PET,  and  conversions  for 
Original  ROMs  and  4.0  ROMs  were  incorporated 
into  the  loader  program  (Program  1).  Also  in- 
cluded are  versions  for  the  VIC-20  (Program  2) 
and  the  64  (Program  3). 

The  PET  version  uses  176  bytes  and  will  fit 
into  one  of  the  cassette  buffers.  It  uses  the  second 
cassette  buffer,  but  4.0  BASIC  users  may  prefer  to 
use  the  first  cassette  buffer.  If  so,  change  the  value 
of  S  in  line  120  to  634.  If  you  would  like  to  use  one 
or  both  buffers  for  utility  programs,  instructions 
for  loading  machine  language  into  high  RAM  are 
given  at  the  end  of  the  loader  (lines  450  on). 

The  VIC-20  version  occupies  201  bytes  and 
must  be  loaded  into  high  memory  because  it's  too 
large  for  the  cassette  buffer.  The  extra  bytes  in 
this  version  are  needed  to  handle  color.  Screen 
and  border  are  both  white,  and  the  maze  color  is 
chosen  randomly.  All  colors  except  black  and 
white  are  used. 

While  typing  in  the  loader  program,  make 
special  note  of  DATA  items  beginning  with  an 
asterisk  (*)  or  a  plus  sign  {  +  ).  Be  sure  to  include 
these  symbols.  When  you've  finished  typing,  be 
sure  to  SAVE  the  program  before  RUNning  it. 
When  the  program  is  RUN,  it  first  POKEs  the 
machine  language  into  memory  and  then  offers  a 

242     COMPUni     October  1983 


demonstration.  Mazes  will  be  constructed  on  your 
screen  as  long  as  you  keep  pressing  keys. 

Speeding  Up  The  Maze 

Converting  Charles  Bond's  algorithm  from  BASIC 
to  machine  language  was  accomplished  by  a  nearly 
line-by-line  translation  of  the  original  BASIC  pro- 
gram. Although  the  machine  language  program 
executes  far  faster  than  the  original  BASIC  pro- 
gram, the  maze  does  not  appear  on  the  screen 
instantaneously.  But  the  motion  is  so  fast  it's  hard 
to  follow  with  your  eyes.  I  timed  the  PET  maze 
construction  at  1.65  seconds.  The  VIC  and  64  ver- 
sions take  about  half  as  much  time. 

The  mazes  are  39  columns  by  23  rows  on  the 
PET  and  64,  and  21  columns  by  21  rows  on  the 
VIC,  These  are  maximum  sizes.  Changing  the 
maze  dimensions  is  possible,  but  not  particularly 
easy,  especially  if  you  want  to  center  the  maze  on 
the  screen.  You  can  try  this: 

PET  &  64:  POKE  S  +  37,C  (wtuTL"  C  is  >T0  or  <40) 

POKES +  53,  R  (whL>rL>Ris>10or<24) 

VIC:  POKE  S  +  62,  C  (where  C  is  >10or  <22) 

POKE  S  +  78,  R  (whore  R  is  >10  or  <22) 

C  is  the  number  of  columns,  R  the  number  of 
rows,  and  S  the  SYS  address  minus  eight.  C  and  R 
must  be  odd  nund^ers.  Mazes  smaller  than  the 
maximum  size  will  not  be  centered,  but  will  start 
in  the  upper-left-hand  corner  of  the  screen. 

Munchmaze 

Shortly  after  converting  the  maze  generator  to 
machine  language,  I  wrote  a  machine  language 
game  called  "Munchmaze,"  in  which  a  character 
hurries  through  the  maze  dropping  bread  crumbs 
as  it  goes.  You  move  your  character  around  with 
the  appropriate  keys  and  try  to  munch  as  many  of 
the  bread  crumbs  as  you  can  before  the  character 
catches  you.  The  game  ends  when  the  two  char- 
acters collide  or  when  you  accumulate  10,000 
points. 

There  are  three  speed  levels:  slow,  moderate, 
and  fast.  Both  characters  move  at  the  same  speed, 
but  the  computer  character  beats  you  on  the  cor- 
ners. Also,  you  have  to  change  directions  manu- 


It's  time  for  your 
computer  to  grow  up. 

Meet  PractiCalc  The  world's  most  versatile  spreadsheet  at  only  $40.* 


Games  are  fun  when  it's  time  to  play.  But  at 
heart,  your  Commodore  64"  or  VIC-20'"  is  a  full- 
grown  computer 
straining  to 
gallop  at  the 
touch  of  your 
fingers. 

But  the  problem 
is,  most  software's 
been  designed  for 

toys.  Not  for  real  Commodore  64  and  VIC-20. 

computers.  Until  now.         ^^^  i^^*  f°^  9^"^^^  ■  ■  ■ 

Now  comes  PractiCalc.  And  there's  not  much 
in  the  world  of  grown- 
up computing  it  won't 
do.  It'll  keep 
addresses  (in 
alphabetical  or 
numerical  order), 
phone  numbers 
(likewise),  make 
budgets  and  menus, 
project  profits,  keep 
track  of  expenses, 
inventories,  investments,  what  have  you.  For 
your  home,  your  school,  your  business. 

PractiCalc  gives  you 


I".. 

r   ■ 

?tA   ILUi 


t 


Budgets,  inventories, 
projections,  you  name  it. 


mimMmMyvmrn.  iim^ 


■w 


Jl ,-  ij , 


I  "3 


spreadsheet  analysis . . . 

square  roots,  logarithms,  exponential 


everything  you'd 
expect  from  a 
spreadsheet,  like 
adding  and 
subtracting, 
multiplying 
and  dividing, 
calculating 


a^^g— sjanM( 


High  or  low 

resolution  graphics.. 


numbers  and  even 
trig  functions.  And 
PractiCalc  gives  you 
a  lot  more. 

Want  to  make 
a  chart?  Hit  a  key 
and  the  high  or  tow 
resolution  graphics  of 
PractiCalc  Plus  or 
PractiCalc  64  will  turn 
numbers  into  graphs.  It'll  even  print  out 
everything  that  shows  on  the  screen. 

Want  a  lot  of  facts  and  figures  at  your 
fingertips?  PractiCalc  stores  more  than  2,000 
cells  in  up  to  100  columns  and  250  rows.  It'll 
sort  them,  search  them,  or  shuffle  them  for  you. 

You  can  add 
entries,  delete  them, 
or  move  them  around 
-numerically  or 
alphabetically,  and 
instantly,  of  course. 
And  you'll  find 
PractiCalc  unusually 
friendly,  flexible,  and 
forgiving. 

All  of  which  is  a  far  cry  from  just  playing  with 
a  joystick.  Still, 
PractiCalc  has  one 

thing  in  common    p, .,,  .(.« 
with  a 
computer 
game. 
The  price. 


High-speed  and 
wild  card  search . 


■^  Lf^t.*  m  or-l  i^"« 


Ik 


Only  $40. 


Alpha  ornumeric  sort. 


PractiCalc 


by 


COMPUTER 
SOFTWARE 

ASSOCIATES,  INC. 

Exclusively  distributed  by  Micro  Software  International,  Inc. 

The  Silk  Mill,  44  Oak  Street,  Newton  Upper  Falls,  MA  02164  •  (617)  527-7510 

*S40  is  suggested  retail  price  for  iape  version  of  Prac(iCatc-20  (S45  for  disk  version;  PractiCaic  Plus  or  PractiCalc  64  =  $50  for  tape  version.  £55  for  disk). 
©  1983  Computer  Software  Associates,  Inc.    Commodore  64"  and  VIC-20™  are  trademarks  of  Commodore  Business  Macfiines,  Inc. 


ally;  it  doesn't.  The  computer  moves  its  character 
according  to  the  same  "left-turn  rule"  used  by  the 
mouse  in  Charles  Bond's  original  maze  generator 
program.  You  must  be  aware  of  this  in  order  to 
find  temporary  hiding  places. 

There's  another  tricky  feature,  too.  Some- 
times, when  the  two  characters  are  moving  from 
opposite  directions  toward  each  other,  the  com- 
puter character  goes  right  on  by  and  no  collision 
occurs.  Just  breathe  a  sigh  of  relief  and  continue 
munching  -  you  were  lucky. 

The  maze  in  Munchmaze  Is  not  constructed 
on  the  screen,  but  in  another  area  of  RAM.  It  is 
then  transferred  to  the  screen,  where  the  maze 
appears  all  at  once;  then  there  is  a  one-second 
delay  before  the  action  begins.  If  you  break  out  of 
the  program  for  any  reason  just  type  SYS  12311  to 
restart. 

Programs  4  and  5  are  versions  of  Munchmaze 
for  4.0  and  Upgrade  PETs,  respectively.  Program 
6  is  a  64  version  of  Munchmaze. 

If  you  would  rather  not  type  these  programs 
yourself,  I'll  make  copies  for  you.  Send  a  self- 
addressed,  stamped  mailer,  a  blank  cassette,  and 
$3  to: 

Gnn/  Mnrsn 

320  Terrace,  Apl.  2-S 

Flushing,  Ml  48433 

I  have  available  the  Maze  Generator  for  all  PETs 
and  the  VIC,  and  Munchmaze  for  Original,  Up- 
grade or  4.0  PETs.  Please  tell  me  which  version(s) 
you  want. 

Special  Note  To  8032  And 
Fat  Forty  Owners 

Because  of  keyboard  differences  between  "old 
style"  40-column  PETs  and  "Fat  Forties,"  Munch- 
maze will  not  work  properly  on  Fat  Forties,  or 
8032s.  Your  machine  is  a  "Fat  Forty"  if  a  bell  rings 
when  you  turn  it  on, 

Munchmaze  4.0  will  work  properly  on  these 
computers  if  you  type  in  these  two  lines  instead 
of  the  ones  that  appear  in  the  listings: 

13314  DATA  255,255,255,40,0,182 
13320  DATA  184,180,178,160,32,58 

Program  i: 

Maze  Generator  For  40-Column  PET  With 
Original,  Upgrade,  Or  4.0  ROMs 

50  REM  FOR  40-COLUMN  PET/CBMS  WITH  ORIGI 

NAL,  UPGRADE,  OR  4 . 0  ROMS 
100  CLR:  POKE  59468,12:  X=RND(-TI) 
110  P=PEEK{ 50003 ) :  Z=84-82* (P=0 ) 
120  S=826:  A=S 
130  PRINT  "{CLR}[2  D0WN}L0ADING . . . 

[2    down}" 
140  READ  X$:  IF  X$="XXX"  THEN  200 
150  R=ASC(X$):  Q=VAL(MID$ (X$ , 1- ( R<48 ) } ) 
160  IF  R=42  THEN  X=Z+Q:  GOTO  190 
170  IF  R<>43  THEN  X=Q:  GOTO  190 
244  COMPUTE!  October  1983 


180  Y=S+Q:  X=INT(Y/256) :  Y=Y-256*X:  POKE 

A,Y:  A=A+1 
190  POKE  A,X:  A=A+1 :  GOTO  140 
200  IF  P=0  THEN  POKE  S+63,69:  POKE  S+66, 

222 
210  IF  P=160  THEN  POKE  S+63,41:  POKE  S+6 

4,210 
220  PRINT  "ACTIVATE  WITH  { RVS } SYS " r  S+8 
230  PRINT  "{2  DOWN} PRESS  ANY  KEY  FOR  DEM 

ONSTRATION  MAZES." 
240  PRINT  "{2  DOWN} PRESS  'Q?'  WHEN  YOU  WA 

NT  TO  QUIT. [3  DOWN}":  GOTO  260 
250  SYS  S+8:  PRINT  "[H0ME}PRESS  KEY..." 
260  GET  X$:  IF  X$=""  THEN  260 
270  IF  X$<>"Q"  THEN  250 
280  DATA  1,  0,  216,  255,  255,  255,  40,  0 

,  169,  81 
290  DATA  133,  *0,  169,  40,  133,  *2,  169, 

128,  133,  *1 
300  DATA  133,  *3,  169,  147,  32,  210,  255 

,  162,  0,  160 
310  DATA  0,  169,  160,  145,  *2,  200,  192, 

39,  208,  249 
320  DATA  24,  165,  *2,  105,  40,  133,  *2, 

144,  2,  230 
330  DATA  *3,  232,  224,  23,  208,  229,  160 

,  0,  169,  4 
340  DATA  145,  *0,  32,  127,  223,  165,  140 

,  41,  3,  133 
350  DATA  1,  170,  10,  168,  24,  185,  +0,  1 

01,  *0,  133 
360  DATA  *4,  185,  +1,  101,  *1,  133,  *5, 

24,  185,  +0 
370  DATA  101,  *4,  133,  *2,  185,  +1,  101, 

*5,  133,  *3 
380  DATA  160,  0,  177,  *2,  201.  160,  208, 

18,  138,  145 
390  DATA  *2,  169,  32,  145,  *4 ,  165,  *2, 

133,  *0,  165 
400  DATA  *3,  133,  *1,  76,  +62,  232,  138, 

41,  3,  197 
410  DATA  1,  208,  189,  177,  *0,  170,  169, 

32,  145,  *0 
420  DATA  224,  4,  240,  26,  138,  10,  168, 

162,  2,  56 
430  DATA  165,  *0,  249,  +0,  133,  *0,  165, 

*1,  249,  +1 
440  DATA  133,  *1,  202,  208,  238,  76,  +62 

,  96,  XXX 
450  REM  MAKE  THESE  ADDITIONS  &  CHANGES  T  ' 

O  LOAD  MACHINE  CODE  INTO  HIGH  RAM: 
460  REM 
470  REM{2  SPACES}70  P=PEEK{ 50003 ) :  M=52- 

82*(P=0) 
480  REM[2  SPACES]80  Y=PEEK(M)+256*PEEK (M 

+1)-177:  X=INT(y/256);  Y=Y-256*X 
4^0  REM {2  SPACES  J  90  POKE  M,Y:  POKE  M+1,X 

:  POKE  M-4,Y:  POKE  M-3,X 
500  REM{2  spaces} 110  P=PEEK{ 50003 ) :  Z=84 

-82*(P=0):  M=52-82*(P=0) 
510  REM{2  SPACES}120  S=PEEK{m)+256*PEEK( 

M+1 ) :  A=S 


Program  2:  Maze  Generator  For  VIC 

10  REM  MAZE  (VIC) 

20  REM  MAZE  GENERATOR  IN  MACHINE  LANGUAG 
E 


I  Cocl«Pro*64l 


EEmnm 


prmni. 


Using  CodePro-64 
J;BM-64  Keyboard  Review 


BASIC  Tuiorial 


2  —  Introduction  to  BASIC 

3  —  BASIC  Commands 

4  —  BASIC  Statements 

5  —  BASIC  Functions 


Graohics  &  Music 


6  —  Keyboard  GRAPHICS 

7  —  Introduction  to  SPRITES 

8  —  SPRITE  Generator 

9  —  SPRITE  Demonstrator 
A  —  Introduction  to  MUSIC 

•B  —  MUSIC  Generator 
C  —  MUSIC  Demonstrator 


Other  Options  I 


K  —  Keyword  Inquiry 

R  —  Run  Sample  Programs 


SELECT  CHOICE  OR  HIT  SPACE  FOR  DEFAULT 


NEW!  For  the  Commodore  64' 

ANNOUNCING 


CodePro-64 


A  new  concept  in 

interactive  visual 

learning . . . 


TM 


Now  you  can  learn  lo  code  m  BASIC  and  develop 
advanced  programming  skills  with  graphics,  spnies  and 
music— vi»uaily.  You  learn  by  inleracUng  wilh  CodePro- 
64,  a  new  concept  m  mseraclive  visual  learnihg. 

SEE  PROGRAM  EXECUTION 

Imagine  actually  seeing  BASIC  statements  execute 
CodePro-64  guides  you  through  structured  examples  ot 
BASIC  program  segments  You  enler  Ihe  requested  data 
or  let  CodePro-64  do  the  typing  for  you  (It  will  not  let  you 
make  a  mistake) 

AMer  enlering  an  example  you  invoke  our  exclusive 
BasicView"  which  shows  you  how  Ihe  BASIC  program 
exampie  executes. 

You  step  through  and  actually  see  Ihe  execution  ol 
sample  program  statements  by  simply  pressing  the  space 
bar  CodePro-64  does  the  rest. 

You  see  statements  with  corresponding  flow  chart 
graphic*  and  variable  value  displays  You  learn  by  visual 
examples 


|J-MIJf.fffl 


10  FOn  I  =  10  TO  10 
STEP  J 


i^s^ 


Fl    MAIN   F3-CUFIBENT  FS^NEXT  FT-PF      FB^PB 


EXTENSIVE  TUTORIAL 

CodePro-64  s  extensive  tutorial  guides  you  through 
each  BASIC  command  program  statement,  and  fund  on 
You  gel  clear  explanations  Then  you  enter  program 
stalements  as  mieraclive  examples  Where  appropriate, 
you  invoke  BasicView  to  see  examples  execute  and 
walch  their  flow  Charts  and  variables  change 

Byseemggfaphicdispiaysol  program  segment  execu- 
tion you  learn  I5y  visual  example  You  learn  taster  and 
grasp  programming  concepts  easier  wnh  CodePro-64 
DEcause  you  immediately  see  tne  results  ol  your  input 

You  c;ontrol  your  learning  You  can  gotrirougfi  the  tutor- 
ai  segueniiaiiy,  or  return  to  the  mam  menu  and  select 
ditfereni  topics,  or  use  keywords  to  select  language  ele- 
ments to  study  You  can  page  back  and  lorlh  iDetv^een 
screens  vjithm  a  topic  at  Ihe  touch  ol  a  lunction  key 


CodePro-6't  lel»  you  follow  your  Interests  and  prac- 
tice with  interactive  examples  But  you  can  never  gel 
"losl".  Ft  will  always  return  you  to  the  mam  menu  Once 
you  have  practiced  and  mastered  the  BASIC  language 
elements  you  move  on  !0  more  advanced  concepts  You 
learn  about  sprite  and  music  programming 

SPRITE  GENERATOR  &  DEMONSTRATOR 

CodePro-64s  sprite  generator  lels  you  define  your 
own  sprites  on  the  screen.  You  learn  how  to  define  sprites 
and  what  data  values  correspond  to  your  sprite  delini- 
iions  (You  can  then  use  these  values  to  write  your  own 
programs  )  You  can  easily  experiment  with  ditterent  defi- 
nitionsandmakechangeslo  immeOialely  see  the  effects. 


We  al  so  hel  p  you  learn  to  program  with  sprites  by  giv<ng 
you  a  sprite  demonstrator  so  you  can  see  the  effect  of 
changing  register  values  You  can  expenmenl  by  moving 
your  sprite  around  m  a  screen  segment,  change  its  color 
or  priorily.  and  see  the  eflects  ot  your  cfianges  You  learn 
by  visual  examples 

MUSIC  GENERATOR  i  DEMONSTRATOR 

To  leach  you  music  programming  CodePro-64  gives 
you  an  interactive  music  generator  and  demonstrator 
First  we  help  you  set  all  your  SID  parameters  (attack/ 
decay,  sustain/release,  waveform,  etc  I  Then  you  enter 
notes  to  play  and  we  show  your  turte  graphically  as  it 
plays,  note  by  note,  on  the  scale  You  learn  by  seeing  and 
hearing  the  results  of  your  input 


OUR  GUARANTEE 
We  guarantee  your  satlsfactkMi.  You  must  be 
satisfied  with  CodePro-64  for  Ihe  Commodore- 
64.  Try  i(  for  1 0  days  and  if  for  any  reason  you  are 
not  satisfied  return  it  to  us  (undamaged)  for  a  full 
refund.  No  risk. 


Our  music  demonstrator  lets  you  experiment  with  var- 
ious combinations  ol  music  programming  parameters 
and  hear  the  results  You  can  quickly  modHy  any  of  Ihe 
SID  register  values  to  hear  the  effects  of  tne  change  For 
exampie.  you  could  easily  change  waveform  and  attack/ 
decay  values  while  holding  all  other  SID  values  constant 
By  seeing  youi  input  and  hearing  the  result  you  quickly 
learn  bow  to  create  new  musical  sounds  and  special 
sound  effects 

AND  MORE... 

We  don't  have  enough  space  to  tell  </ou  everything 
CodePro-64  oflers  You  need  to  see  for  yourself  BASIC 
tutonals.  graphics,  sprites,  music,  keyboard  review,  sam- 
ple programs— the  mam  menu  shown  above  gives  you 
]us1  a  summary  of  the  contents  of  this  powerful  educa- 
tional product 

Whether  you're  a  beginning  programmer  or  an  expen- 
enced  professional.  CodePro-64  will  help  you  improve 
your  Commocore  64  programming  skills  Were  sure 
because  CodePro-64  was  developed  by  a  team  of  Iwo 
professionals  with  over 25  years  ot  software  development 
experience 

CodePro-64  IS  a  professional  qualiiy  educational  pro- 
gram for  the  serious  student  of  personal  computing  And 
Its (ully  guaranteed.  Order  yours  today 

HOW  TO  ORDER 

Order  your  copy  ol  CodePro-6'1  today  by  mail  or  phone 
Send  only  $59  95  plus  S3 00  shipping  and  handling  to 
SYSTEMS  MANAGEMENT  ASSOCIATES 
3700  Computer  Drive,  Dept  C 
Raleigh,  NC  27609 
Please  specity  tape  or  diskette  version  MasterCard/ 
VISA  accepted  For  faster  service  on  credit  card  orders 
call  (91 9)-r87  7703 

Commodore  64  is  a  trademark  of  Commodore  Business 
Machines.  Inc 

Ad  no  733.  Copyright  1983,  SMA 
Dealer  inquiries  invited. 


A  game  of  "Miiuchiiinzc"  bcin'^  pln\/cii  on  the  64. 


224,  21,  208 
400  DATA  229,  160,  0,  169,  4,  145,  87,  3 

2,  148,  224 
410  DATA  165,  143,  41,  3,  133,  1,  170,  1 

0,  168,  24 
420  DATA  185,  +0,  101,  87,  133,  91,  185, 

+1,  101,  88 
430  DATA  133,  92,  24,  185,  +0,  101,  91, 

133,  89,  185 
440  DATA  +1,  101,  92,  133,  90,  160,  0,  1 

77,  89,  201 
450  DATA  160,  208,  18,  138,  145,  89,  169 

,  32,  145,  91 
460  DATA  165,  89,  133,  87,  165,  90,  133, 

88,  76,  +87 
470  DATA  232,  138,  41,  3,  197,  1,  208,  1 

89,  177,  87 
480  DATA  170,  169,  32,  145,  87,  224,  4, 

240,  26,  138 
490  DATA  10,  168,  162,  2,  56,  165,  87,  2 

49,  +0,  133 
500  DATA  87,  165,  88,  249,  +1,  133,  88, 

202,  208,  238 
510  DATA  76,  +87,  96,  XXX 


50  REM  FOR  THE  VIC-20  (ANY  MEMORY  SIZE) 
100  Y=PEEK(55)+256*PEEKC56)-202;  X=INT(Y 

/256):  Y=Y-256*X 
110  POKE  55, Y:  POKE  56, X:  POKE  51, Y:  POK 

E  52, X 
120  CLR:  POKE  36879,27:  PRINT  CHR$(142); 

:  X=RND(-TI) 
130  S=PEEK(55)+256*PEEK(56) :  A=S 
140  PRINT  "{CLR} {2  DOWN } LOADING  ... " 
150  READ  X$:  IF  X|="XXX"  THEN  200 
160  R=ASC{X$):  Q=VAL{MID5 {X$ , 1- ( R<48 ) ) ) 
170  IF  R<>43  THEN  X=Q:  GOTO  190 
180  Y=S+Q:  X=INT(Y/256) :  Y=Y-256*X:  POKE 

A,Y;  A=A+1 
190  POKE  A,X:  A=A+1:  GOTO  150 
200  PRINT  "[HOME}":  IF  PEEK(210)<>16  THE 

N  220 
210  POKE  S+17,16:  POKE  S+45,148:  POKE  S+ 

48,149 
220  PRINT  "{down} ACTIVATE  WITH" 
230  PRINT  "{2  spaces} [RVS} SYS";  S+8 
240  PRINT  "{2  D0WN]PRESS  ANY  KEY  FOR" 
250  PRINT  "DEMONSTRATION  MAZES." 
260  PRINT  "{2  DOWN] PRESS  'Q'  WHEN  YOU" 
270  PRINT  "WANT  TO  QUIT.":  GOTO  290 
280  SYS  S+8:  PRINT  " [HOME } PRESS  KEY..." 
290  GET  X$:  IF  X$=""    THEN  290 
300  IF  X$<>"Q"  THEN  280 
310  PRINT  "{CLR}":  POKE  36879,27 
320  DATA  1,  0,  234,  255,  255,  255,  22,  0 

,  169,  45 
330  DATA  133,  87,  169,  22,  133,  89,  169, 

30,  133,  88 
340  DATA  133,  90,  169,  25,  141,  15,  144, 

32,  95,  229 
350  DATA  32,  148,  224,  165,  143,  41,  7, 

201,  2,  48 
360  DATA  245,  160,  0,  153,  0,  150,  153, 

0,  151,  200 
370  DATA  208,  247,  162,  0,  160,  0,  169, 

160,  145,  89 
380  DATA  200,  192,  21,  208,  249,  24,  165 

,    89,    105,    22 
390    DATA   133,    89,    144,    2,    230,    90,    232, 
246    COMPUn!    October  1983 


Program  3:  Maze  Generator  For  The  64 

10  1=49152 : IFPEEK(l+2 )=216THENSYS49160: E 

ND 
20  READ  A: IF  A=256  THEN  SYS  49160 :END 
30  POKE  I,A: 1=1+1 :GOTO  20 
49152  DATA  1,0,216,255,255,255,40 
49160  DATA  0,169,81,133,251,169,40 
49168  DATA  133,253,169,4,133,252,133 
49176  DATA  254,169,147,3  2,210,255,162 
49184  DATA  0,160,0,169,160,145,253 
49192  DATA  200,192,3  9,208,249,24,165 
49200  DATA  253,105,40,133,253,144,2 
49208  DATA  230,254,2  32,224,23,208,229 
49216  DATA  160,0,169,4,145,251,169 
49224  DATA  255,141,15,212,169,128,141 
49232  DATA  18,212,173,27,212,41,3 
49240  DATA  133,173,170,10,168,24,185 
49248  DATA  0,192,101,251,133,170,185 
49256  DAT